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Perhaps no arcade game is so nostalgically remembered, yet so
critically bemoaned, as Dragon's Lair. A bit of a technological
neanderthal, the game implemented a unique combination of videogame
components and home video replay, garnering great popular media and
user attention in a moment of contracted economic returns and
popularity for the videogame arcade business. But subsequently,
writers and critics have cast the game aside as a cautionary tale
of bad game design. In Dragon's Lair and the Fantasy of
Interactivity, MJ Clarke revives Dragon's Lair as a fascinating
textual experiment interlaced with powerful industrial strategies,
institutional discourse, and textual desires around key notions of
interactivity and fantasy. Constructing a multifaceted historical
study of the game that considers its design, its makers, its
recording medium, and its in-game imagery, Clarke suggests that the
more appropriate metaphor for Dragon's Lair is not that of a
neanderthal, but a socio-technical network, infusing and advancing
debates about the production and consumption of new screen
technologies. Far from being the gaming failure posited by
evolutionary-minded lay critics, Clarke argues, Dragon's Lair
offers a fascinating provisional solution to still-unsettled
questions about screen media.
A host of digital affordances, including reduced cost production
tools, open distribution platforms, and ubiquitous connectivity,
have engendered the growth of indie games among makers and users,
forcing critics to reconsider the question of who makes games and
why. Taking seriously this new mode of cultural produciton compells
analysts to reconsider the blurred boundaries and relations of
makers, users and texts as well as their respective relationship to
cultural power and hierarchy. The contributions to Indie Games in
the Digital Age consider these questions and examine a series of
firms, makers, games and scenes, ranging from giants like Nintendo
and Microsoft to grassroots games like Cards Against Humanity and
Stardew Valley, to chart more precisely the productive and
instructive disruption that this new site of cultural production
offers.
This collection of essays, written by former pupils, celebrates the
career of Jasper Griffin, one of the foremost modern scholars of
classical epic. The volume surveys the epic tradition from the
eighth century BC to the nineteenth century of our era. Individual
chapters focus on: Homer and the oral epic tradition; Homer in his
religious context; Herodotus and Homer; Hellenistic epic; Virgil in
his literary context; Virgil in his political-cultural context; the
Augustan poets and the Aeneid; Statius' Thebaid; Old English and
Old Irish epic; Renaissance epic: Tasso and Milton; and the
Victorians. The aim of the book is to situate writers of epic in
their literary and cultural contexts--an enterprise captured in the
term "interaction" in the title. The chapters singly offer insights
into some of the foundational poems of the European epic tradition
and together take a bold, holistic look at that tradition.
A host of digital affordances, including reduced cost production
tools, open distribution platforms, and ubiquitous connectivity,
have engendered the growth of indie games among makers and users,
forcing critics to reconsider the question of who makes games and
why. Taking seriously this new mode of cultural produciton compells
analysts to reconsider the blurred boundaries and relations of
makers, users and texts as well as their respective relationship to
cultural power and hierarchy. The contributions to Indie Games in
the Digital Age consider these questions and examine a series of
firms, makers, games and scenes, ranging from giants like Nintendo
and Microsoft to grassroots games like Cards Against Humanity and
Stardew Valley, to chart more precisely the productive and
instructive disruption that this new site of cultural production
offers.
Faced with what many were calling a dying medium, US network
television producers became much more aggressive in seeking out
alternative business and artistic models in the beginning of this
century. Most significantly, many of these producers turned to the
emerging field of transmedia (ancillary texts in comicbooks, novels
and new media) as a way to bolster and support television products.
In this book, the author examines four such programs (24, Alias,
Heroes and Lost) and investigates how transmedia was incorporated
into both the work and the art of network television production.
Split into two complementary parts, the book first paints a picture
of how transmedia producers were, or were not, incorporated into
creative decision-making centers of these serialized programs. The
second section explains how the presence of off-site transmedia
texts begins to alter the very narrative construction of the on-air
series themselves. Including interviews with the transmedia
workers, this groundbreaking study extends the field of television
studies into brand new areas, and brings a 'dying medium' into the
21st Century.
"Did you just tell me to shut up? " "How can I lead unless I'm
giving directions and teaching others how to do things?" "Isn't
that what a good leader does?" From CEOs to secretaries, this
straightforward, sometimes amusing, always motivational book is for
you. "Shut Up And Lead: A Communicator's Guide to Quiet Leadership"
takes you on a journey of self-discovery framed by researched
principles about how to communicate more effectively-and quietly-in
your business and personal life so you can become a more effective
leader. Just because you consider yourself a communicator doesn't
mean you have to talk the most. Filled with insight and anecdotes,
professional speaker, leadership consultant, and executive coach
M.J. Clark makes you more aware of how you communicate most
effectively with others, moving you closer to becoming balanced,
successful, and truly happy.
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