Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
|||
Showing 1 - 25 of 56 matches in All Departments
Unlike some other reproductions of classic texts (1) We have not used OCR(Optical Character Recognition), as this leads to bad quality books with introduced typos. (2) In books where there are images such as portraits, maps, sketches etc We have endeavoured to keep the quality of these images, so they represent accurately the original artefact. Although occasionally there may be certain imperfections with these old texts, we feel they deserve to be made available for future generations to enjoy.
View the Table of Contents. Read the Introduction. Henry Jenkins at Authors@Google (video) "Jenkins is one of us: a geek, a fan, a popcult packrat. He's
also an incisive and unflinching critic. His affection for the
subject and sharp eye for 'what it all means' are an unbeatable
combination. This is fascinating, engrossing and enlightening
reading." Henry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active, creative, critically engaged, and socially connected consumers of popular culture and that they represent the vanguard of a new relationship with mass media. Though marginal and largely invisible to the general public at the time, today, media producers and advertisers, not to mention researchers and fans, take for granted the idea that the success of a media franchise depends on fan investments and participation. Bringing together the highlights of a decade and a half of groundbreaking research into the cultural life of media consumers, Fans, Bloggers, and Gamers takes readers from Jenkins's progressive early work defending fan culture against those who would marginalize or stigmatize it, through to his more recent work, combating moral panic and defending Goths and gamers in the wake of the Columbine shootings. Starting with an interview on the current state of fan studies, this volume maps the core theoretical and methodological issues in Fan Studies. It goes on to chart the growth of participatory culture on the web, take up blogging as perhaps the most powerful illustration of how consumer participation impactsmainstream media, and debate the public policy implications surrounding participation and intellectual property.
View the Table of Contents. Read the Introduction. Henry Jenkins at Authors@Google (video) "Building on the tradition of social commentators such as
Gilbert Seldes, Robert Warshow, and Susan Sontag, Henry Jenkins
brings his outstanding insight and compassionate counsel to
contemporary cultural phenomena. Here not only media, but affect,
matters. A delightful and helpful collection on popular
pleasures." aOffers a lively, diligently researched, and well-written account of one scholaras engagement with the emotional punch of media.a--"PsycCRITIQUES" Vaudevillians used the term "the wow climax" to refer to the emotional highpoint of their acts--a final moment of peak spectacle following a gradual building of audience's emotions. Viewed by most critics as vulgar and sensationalistic, the vaudeville aesthetic was celebrated by other writers for its vitality, its liveliness, and its playfulness. The Wow Climax follows in the path of this more laudatory tradition, drawing out the range of emotions in popular culture and mapping what we might call an aesthetic of immediacy. It pulls together a spirited range of work from Henry Jenkins, one of our most astute media scholars, that spans different media (film, television, literature, comics, games), genres (slapstick, melodrama, horror, exploitation cinema), and emotional reactions (shock, laughter, sentimentality). Whether highlighting the sentimentality at the heart of the Lassie franchise, examining the emotional experiences created by horror filmmakers like Wes Craven and David Cronenberg and avant garde artist Matthew Barney, or discussing the emerging aesthetics of videogames, these essays get to the heart of what gives popular culture its emotional impact.
Contributions by Apryl Alexander, Alisia Grace Chase, Brian Faucette, Laura E. Felschow, Lindsay Hallam, Rusty Hatchell, Dru Jeffries, Henry Jenkins, Jeffrey SJ Kirchoff, Curtis Marez, James Denis McGlynn, Brandy Monk-Payton, Chamara Moore, Drew Morton, Mark C. E. Peterson, Jayson Quearry, Zachary J. A. Rondinelli, Suzanne Scott, David Stanley, Sarah Pawlak Stanley, Tracy Vozar, and Chris Yogerst Alan Moore's and Dave Gibbons's Watchmen fundamentally altered the perception of American comic books and remains one of the medium's greatest hits. Launched in 1986-"the year that changed comics" for most scholars in comics studies-Watchmen quickly assisted in cementing the legacy that comics were a serious form of literature no longer defined by the Comics Code era of funny animal and innocuous superhero books that appealed mainly to children. After Midnight: "Watchmen" after "Watchmen" looks specifically at the three adaptations of Moore's and Gibbons's Watchmen-Zack Snyder's Watchmen film (2009), Geoff Johns's comic book sequel Doomsday Clock (2017), and Damon Lindelof's Watchmen series on HBO (2019). Divided into three parts, the anthology considers how the sequels, especially the limited series, have prompted a reevaluation of the original text and successfully harnessed the politics of the contemporary moment into a potent relevancy. The first part considers the various texts through conceptions of adaptation, remediation, and transmedia storytelling. Part two considers the HBO series through its thematic focus on the relationship between American history and African American trauma by analyzing how the show critiques the alt-right, represents intergenerational trauma, illustrates alternative possibilities for Black representation, and complicates our understanding of how the mechanics of the show's production can complicate its politics. Finally, the book's last section considers the themes of nostalgia and trauma, both firmly rooted in the original Moore and Gibbons series, and how the sequel texts reflect and refract upon those often-intertwined phenomena.
These revised editions of four classic texts each include a new introduction by Henry Jenkins, explaining 'Why Fiske Still Matters' for today's students, followed by a discussion chapter between former Fiske students. This new material underlines the continuing relevance of these foundational texts in the study of communication, contemporary media and popular culture. The John Fiske Collection includes re-issues of the following four classic texts: Introduction to Communication Studies Television Culture Reading the Popular Understanding Popular Culture This collection will be highly useful to undergraduate and postgraduate students on all communication, media and cultural studies courses.
Packed with critical analysis and real-life examples, this book explores how video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills. The result of almost ten years spent discovering video games, learning to play, conversing with their designers and distributors, and working in the classroom with young people and teachers, Lacasa's work uncovers the educational value already present in commercial video games and shows how to integrate games for learning purposes into the curriculum. It is invaluable for anyone wishing to discover the cultural and educational value of this new form of entertainment in an interdisciplinary environment in which psychology, sociology, art, literature, graphic design, and computer programming are all present.
Applies the recent `return to history' in film studies to the genre of classical Hollywood comedy as well as broadening the definition of those works considered central in this field.
The twentieth anniversary edition of Henry Jenkins's Textual Poachers brings this now-canonical text to a new generation of students interested in the intersections of fandom, participatory culture, popular consumption and media theory. Supplementing the original, classic text is an interview between Henry Jenkins and Suzanne Scott in which Jenkins reflects upon changes in the field since the original release of Textual Poachers. A study guide by Louisa Stein helps provides instructors with suggestions for the way Textual Poachers can be used in the contemporary classroom, and study questions encourage students to consider fan cultures in relation to consumer capitalism, genre, gender, sexuality, and more.
Considers how comics display our everyday stuff-junk drawers, bookshelves, attics-as a way into understanding how we represent ourselves now For most of their history, comics were widely understood as disposable-you read them and discarded them, and the pulp paper they were printed on decomposed over time. Today, comic books have been rebranded as graphic novels-clothbound high-gloss volumes that can be purchased in bookstores, checked out of libraries, and displayed proudly on bookshelves. They are reviewed by serious critics and studied in university classrooms. A medium once considered trash has been transformed into a respectable, if not elite, genre. While the American comics of the past were about hyperbolic battles between good and evil, most of today's graphic novels focus on everyday personal experiences. Contemporary culture is awash with stuff. They give vivid expression to a culture preoccupied with the processes of circulation and appraisal, accumulation and possession. By design, comics encourage the reader to scan the landscape, to pay attention to the physical objects that fill our lives and constitute our familiar surroundings. Because comics take place in a completely fabricated world, everything is there intentionally. Comics are stuff; comics tell stories about stuff; and they display stuff. When we use the phrase "and stuff" in everyday speech, we often mean something vague, something like "etcetera." In this book, stuff refers not only to physical objects, but also to the emotions, sentimental attachments, and nostalgic longings that we express-or hold at bay-through our relationships with stuff. In Comics and Stuff, his first solo authored book in over a decade, pioneering media scholar Henry Jenkins moves through anthropology, material culture, literary criticism, and art history to resituate comics in the cultural landscape. Through over one hundred full-color illustrations, using close readings of contemporary graphic novels, Jenkins explores how comics depict stuff and exposes the central role that stuff plays in how we curate our identities, sustain memory, and make meaning. Comics and Stuff presents an innovative new way of thinking about comics and graphic novels that will change how we think about our stuff and ourselves.
"Science Fiction Audiences" examines the astounding popularity of
two television "institutions" of our time--the science fiction
series "Doctor Who" and "Star Trek," Both of theses programs have
survived cancellation and acquired a following that continues to
grow. The book is based on years of research including interviews
with fans and followers of these two television series. In that
period fans and followers have changed, and ways of studying them
as "audiences" have changed as well, but the programs endure
intact--"Star Trek," for example, is approaching its fourth
television incarnation.
View the Table of Contents. Read the Introduction. Henry Jenkins at Authors@Google (video) "Jenkins is one of us: a geek, a fan, a popcult packrat. He's
also an incisive and unflinching critic. His affection for the
subject and sharp eye for 'what it all means' are an unbeatable
combination. This is fascinating, engrossing and enlightening
reading." Henry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active, creative, critically engaged, and socially connected consumers of popular culture and that they represent the vanguard of a new relationship with mass media. Though marginal and largely invisible to the general public at the time, today, media producers and advertisers, not to mention researchers and fans, take for granted the idea that the success of a media franchise depends on fan investments and participation. Bringing together the highlights of a decade and a half of groundbreaking research into the cultural life of media consumers, Fans, Bloggers, and Gamers takes readers from Jenkins's progressive early work defending fan culture against those who would marginalize or stigmatize it, through to his more recent work, combating moral panic and defending Goths and gamers in the wake of the Columbine shootings. Starting with an interview on the current state of fan studies, this volume maps the core theoretical and methodological issues in Fan Studies. It goes on to chart the growth of participatory culture on the web, take up blogging as perhaps the most powerful illustration of how consumer participation impactsmainstream media, and debate the public policy implications surrounding participation and intellectual property.
Winner, 2021 Ray and Pat Browne Edited Collection Award, given by the Popular Culture Association How popular culture is engaged by activists to effect emancipatory political change One cannot change the world unless one can imagine what a better world might look like. Civic imagination is the capacity to conceptualize alternatives to current cultural, social, political, or economic conditions; it also requires the ability to see oneself as a civic agent capable of making change, as a participant in a larger democratic culture. Popular Culture and the Civic Imagination represents a call for greater clarity about what we're fighting for-not just what we're fighting against. Across more than thirty examples from social movements around the world, this casebook proposes "civic imagination" as a framework that can help us identify, support, and practice new kinds of communal participation. As the contributors demonstrate, young people, in particular, are turning to popular culture-from Beyonce to Bollywood, from Smokey Bear to Hamilton, from comic books to VR-for the vernacular through which they can express their discontent with current conditions. A young activist uses YouTube to speak back against J. K. Rowling in the voice of Cho Chang in order to challenge the superficial representation of Asian Americans in children's literature. Murals in Los Angeles are employed to construct a mythic imagination of Chicano identity. Twitter users have turned to #BlackGirlMagic to highlight the black radical imagination and construct new visions of female empowerment. In each instance, activists demonstrate what happens when the creative energies of fans are infused with deep political commitment, mobilizing new visions of what a better democracy might look like.
View the Table of Contents. Read the Introduction. Henry Jenkins at Authors@Google (video) "Building on the tradition of social commentators such as
Gilbert Seldes, Robert Warshow, and Susan Sontag, Henry Jenkins
brings his outstanding insight and compassionate counsel to
contemporary cultural phenomena. Here not only media, but affect,
matters. A delightful and helpful collection on popular
pleasures." aOffers a lively, diligently researched, and well-written account of one scholaras engagement with the emotional punch of media.a--"PsycCRITIQUES" Vaudevillians used the term "the wow climax" to refer to the emotional highpoint of their acts--a final moment of peak spectacle following a gradual building of audience's emotions. Viewed by most critics as vulgar and sensationalistic, the vaudeville aesthetic was celebrated by other writers for its vitality, its liveliness, and its playfulness. The Wow Climax follows in the path of this more laudatory tradition, drawing out the range of emotions in popular culture and mapping what we might call an aesthetic of immediacy. It pulls together a spirited range of work from Henry Jenkins, one of our most astute media scholars, that spans different media (film, television, literature, comics, games), genres (slapstick, melodrama, horror, exploitation cinema), and emotional reactions (shock, laughter, sentimentality). Whether highlighting the sentimentality at the heart of the Lassie franchise, examining the emotional experiences created by horror filmmakers like Wes Craven and David Cronenberg and avant garde artist Matthew Barney, or discussing the emerging aesthetics of videogames, these essays get to the heart of what gives popular culture its emotional impact.
Examines children as creative and critical thinkers who shape society even as it shapes them Every major political and social dispute of the twentieth century has been fought on the backs of our children, from the economic reforms of the progressive era through the social readjustments of civil rights era and on to the current explosion of anxieties about everything from the national debt to the digital revolution. Far from noncombatants whom we seek to protect from the contamination posed by adult knowledge, children form the very basis on which we fight over the nature and values of our society, and over our hopes and fears for the future. Unfortunately, our understanding of childhood and children has not kept pace with their crucial and rapidly changing roles in our culture. Pulling together a range of different thinkers who have rethought the myths of childhood innocence, The Children's Culture Reader develops a profile of children as creative and critical thinkers who shape society even as it shapes them. Representing a range of thinking from history, psychology, anthropology, sociology, economics, women's studies, literature, and media studies, The Children's Culture Reader focuses on issues of parent-child relations, child labor, education, play, and especially the relationship of children to mass media and consumer culture. The contributors include Martha Wolfenstein, Philippe Aries, Jacqueline Rose, James Kincaid, Lynn Spigel, Valerie Walkerdine, Ellen Seiter, Annette Kuhn, Eve Sedgwick, Henry Giroux, and Nancy Scheper-Hughes. Including a groundbreaking introduction by the editor and a sourcebook section which excerpts a range of material from popular magazines to child rearing guides from the past 75 years, The Children's Culture Reader will propel our understanding of children and childhood into the next century.
Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
The participatory politics and civic engagement of youth in the digital age There is a widespread perception that the foundations of American democracy are dysfunctional, public trust in core institutions is eroding, and little is likely to emerge from traditional politics that will shift those conditions. Youth are often seen as emblematic of this crisis-frequently represented as uninterested in political life, ill-informed about current-affairs, and unwilling to register and vote. By Any Media Necessary offers a profoundly different picture of contemporary American youth. Young men and women are tapping into the potential of new forms of communication such as social media platforms, spreadable videos and memes, remixing the language of popular culture, and seeking to bring about political change-by any media necessary. In a series of case studies covering a diverse range of organizations, networks, and movements involving young people in the political process-from the Harry Potter Alliance which fights for human rights in the name of the popular fantasy franchise to immigration rights advocates using superheroes to dramatize their struggles-By Any Media Necessary examines the civic imagination at work. Before the world can change, people need the ability to imagine what alternatives might look like and identify paths by which change can be achieved. Exploring new forms of political activities and identities emerging from the practice of participatory culture, By Any Media Necessary reveals how these shifts in communication have unleashed a new political dynamism in American youth. Read Online at connectedyouth.nyupress.org
Henry Jenkins at Authors@Google (video) Winner of the 2007 Society for Cinema and Media Studies Katherine Singer Kovacs Book Award 2007 Choice Outstanding Academic Title Convergence Culture maps a new territory: where old and new media intersect, where grassroots and corporate media collide, where the power of the media producer and the power of the consumer interact in unpredictable ways. Henry Jenkins, one of America's most respected media analysts, delves beneath the new media hype to uncover the important cultural transformations that are taking place as media converge. He takes us into the secret world of "Survivor" Spoilers, where avid internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young "Harry Potter" fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how "The Matrix" has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war. Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children.
How sharing, linking, and liking have transformed the media and marketing industries Spreadable Media is a rare inside look at today's ever-changing media landscape. The days of corporate control over media content and its distribution have been replaced by the age of what the digital media industries have called "user-generated content." Spreadable Media maps these fundamental changes, and gives readers a comprehensive look into the rise of participatory culture, from internet memes to presidential tweets. The authors challenge our notions of what goes "viral" and how by examining factors such as the nature of audience engagement and the environment of participation, and by contrasting the concepts of "stickiness"-aggregating attention in centralized places-with "spreadability"-dispersing content widely through both formal and informal networks. The former has often been the measure of media success in the online world, but the latter describes the actual ways content travels through social media. The book explores the internal tensions businesses face as they adapt to this new, spreadable, communication reality and argues for the need to shift from "hearing" to "listening" in corporate culture. Now with a new afterword addressing changes in the media industry, audience participation, and political reporting, and drawing on modern examples from online activism campaigns, film, music, television, advertising, and social media-from both the US and around the world-the authors illustrate the contours of our current media environment. For all of us who actively create and share content, Spreadable Media provides a clear understanding of how people are spreading ideas and the implications these activities have for business, politics, and everyday life, both on- and offline.
As a man, I'm flesh and blood, I can be ignored, I can be destroyed; but as a symbol... as a symbol I can be incorruptible, I can be everlasting". In the 2005 reboot of the Batman film franchise, Batman Begins, Bruce Wayne articulates how the figure of the superhero can serve as a transcendent icon. It is hard to imagine a time when superheroes have been more pervasive in our culture. Today, superheroes are intellectual property jealously guarded by media conglomerates, icons co-opted by grassroots groups as a four-color rebuttal to social inequities, masks people wear to more confidently walk convention floors and city streets, and bulletproof banners that embody regional and national identities. From activism to cosplay, this collection unmasks the symbolic function of superheroes. Bringing together superhero scholars from a range of disciplines, alongside key industry figures such as Harley Quinn co-creator Paul Dini, The Superhero Symbol provides fresh perspectives on how characters like Captain America, Iron Man, and Wonder Woman have engaged with media, culture, and politics, to become the 'everlasting' symbols to which a young Bruce Wayne once aspired.
The twentieth anniversary edition of Henry Jenkins's Textual Poachers brings this now-canonical text to a new generation of students interested in the intersections of fandom, participatory culture, popular consumption and media theory. Supplementing the original, classic text is an interview between Henry Jenkins and Suzanne Scott in which Jenkins reflects upon changes in the field since the original release of Textual Poachers. A study guide by Louisa Stein helps provides instructors with suggestions for the way Textual Poachers can be used in the contemporary classroom, and study questions encourage students to consider fan cultures in relation to consumer capitalism, genre, gender, sexuality, and more. |
You may like...
We Were Perfect Parents Until We Had…
Vanessa Raphaely, Karin Schimke
Paperback
|