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Showing 1 - 18 of 18 matches in All Departments
Video and interactive computer games now constitute an enormous industry that rivals television and film. Moreover, gaming is of growing importance in spheres beyond mere entertainment; games and gaming technology are increasingly applied to other ends, including for educational, political, and military purposes. Perhaps unsurprisingly, therefore, the cultural, social, and economic significance of games and gaming is now profound, and ripe for scholarly scrutiny and study. As research continues to flourish as never before, this major new reference resource from Routledge's Critical Concepts in Media and Cultural Studies series offers a multi-dimensional overview of games and gaming culture and brings together in four volumes the very best foundational and cutting-edge scholarship. Edited by the field's leading scholar, Mark J. P. Wolf, the collection encompasses the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives. The materials gathered explore issues of game design and development, provide close analysis of games as cultural artefacts, and address issues of policy, such as those related to race, class, gender, and sexuality. Video Games and Gaming Culture is supplemented by a comprehensive index and includes a full introduction, newly written by the editor.
Designing the outside of the home adds to curb-appeal, creates ambiance, and increases the value of the home. A complete DIY guide to enhance your home with walkways, garden walls, and patios, which provides the homeowner with all the information needed to integrate popular hardscape designs into their overall home landscape. This book includes dozens of design ideas with easy-to-follow, step-by-step instructions for a variety of landscape projects, including brick, mortar, and concrete walks and patios, flagstone and tile patios and brick and mortared stone walls. With hundreds of building tips and construction drawings for projects, this updated edition also contains brand new content on hardscaping design and materials, choices to consider that combat climate change, pervious versus impervious surfaces, terracing, and other elements that influence stormwater runoff and site planning.
Set in the simpler days of the early 1970s, "And Still the Crows Laugh" is the story of two friends who grow together through their first loves, family difficulties, and their own inward journeys. Through no conscious choices of their own, the boys confront life-altering obstacles. David becomes lost in a world induced by psychedelic drugs, and Ashton unknowingly becomes a member of a clan of crows. With the help of an aged medicine woman, his own recovered ancient memories, and his animal spirits, Ashton enters the underworld and is able to save his friend. David and Ashton get into mischief, solve mysteries, meet a troll, fight monsters, and learn that things are not always what they appear to be. But most importantly, they discover that life is rarely black-and-white and that simply taking the time to listen to the ancient truths they already know may just be the key they need to find happiness.
From The Brothers Karamazov to Star Trek to Twin Peaks, this collection explores a variety of different imaginary worlds both historic and contemporary. Featuring contributions from an interdisciplinary and international group of scholars, each essay looks at a particular imaginary world in-depth, and world-building issues associated with that world. Together, the essays explore the relationship between the worlds and the media in which they appear as they examine imaginary worlds in literature, television, film, computer games, and theatre, with many existing across multiple media simultaneously. The book argues that the media incarnation of a world affects world structure and poses unique obstacles to the act of world-building. The worlds discussed include Nazar, Barsetshire, Skotopogonievsk, the Vorkosigan Universe, Grover's Corners, Gormenghast, Collinsport, Daventry, Dune, the Death Gate Cycle universe, Twin Peaks, and the Star Trek galaxy. A follow-up to Mark J. P. Wolf 's field-defining book Building Imaginary Worlds, this collection will be of critical interest to students and scholars of popular culture, subcreation studies, transmedia studies, literature, and beyond.
While so many books on technology look at new advances and digital technologies, The Routledge Companion to Media Technology and Obsolescence looks back at analog technologies that are disappearing, considering their demise and what it says about media history, pop culture, and the nature of nostalgia. From card catalogs and typewriters to stock tickers and cathode ray tubes, contributors examine the legacy of analog technologies, including those, like vinyl records, that may be experiencing a resurgency. Each essay includes a brief history of the technology leading up to its peak, an analysis of the reasons for its decline, and a discussion of its influence on newer technologies.
From The Brothers Karamazov to Star Trek to Twin Peaks, this collection explores a variety of different imaginary worlds both historic and contemporary. Featuring contributions from an interdisciplinary and international group of scholars, each essay looks at a particular imaginary world in-depth, and world-building issues associated with that world. Together, the essays explore the relationship between the worlds and the media in which they appear as they examine imaginary worlds in literature, television, film, computer games, and theatre, with many existing across multiple media simultaneously. The book argues that the media incarnation of a world affects world structure and poses unique obstacles to the act of world-building. The worlds discussed include Nazar, Barsetshire, Skotopogonievsk, the Vorkosigan Universe, Grover's Corners, Gormenghast, Collinsport, Daventry, Dune, the Death Gate Cycle universe, Twin Peaks, and the Star Trek galaxy. A follow-up to Mark J. P. Wolf 's field-defining book Building Imaginary Worlds, this collection will be of critical interest to students and scholars of popular culture, subcreation studies, transmedia studies, literature, and beyond.
The concept of world and the practice of world creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology of subcreation studies, an international roster of contributors come together to examine the rise and structure of worlds, the practice of world-building, and the audience's reception of imaginary worlds. Including essays written by world-builders A.K. Dewdney and Alex McDowell and offering critical analyses of popular worlds such as those of Oz, The Lord of the Rings, Star Trek, Star Wars, Battlestar Galactica, and Minecraft, Revisiting Imaginary Worlds provides readers with a broad and interdisciplinary overview of the issues and concepts involved in imaginary worlds across media platforms.
This edited book presents an array of approaches on how human factors theory and research addresses the challenges associated with combat identification. Special emphasis is placed on reducing human error that leads to fratricide, which is the unintentional death or injury of friendly personnel by friendly weapons during an enemy engagement. Although fratricide has been a concern since humans first engaged in combat operations, it gained prominence during the Persian Gulf War. To reduce fratricide, advances in technological approaches to enhance combat identification (e.g., Blue Force Tracker) should be coupled with the application of human factors principles to reduce human error. The book brings together a diverse group of authors from academic and military researchers to government contractors and commercial developers to provide a single volume with broad appeal. Human Factors Issues in Combat Identification is intended for the larger human factors community within academia, the military and other organizations that work with the military such as government contractors and commercial developers as well as others interested in combat identification issues including military personnel and policy makers.
The concept of world and the practice of world creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology of subcreation studies, an international roster of contributors come together to examine the rise and structure of worlds, the practice of world-building, and the audience's reception of imaginary worlds. Including essays written by world-builders A.K. Dewdney and Alex McDowell and offering critical analyses of popular worlds such as those of Oz, The Lord of the Rings, Star Trek, Star Wars, Battlestar Galactica, and Minecraft, Revisiting Imaginary Worlds provides readers with a broad and interdisciplinary overview of the issues and concepts involved in imaginary worlds across media platforms.
Since the "Automatic Binding Bricks" that LEGO produced in 1949, and the LEGO "System of Play" that began with the release of Town Plan No. 1 (1955), LEGO bricks have gone on to become a global phenomenon, and the favorite building toy of children, as well as many an AFOL (Adult Fan of LEGO). LEGO has also become a medium into which a wide number of media franchises, including "Star Wars," "Harry Potter," "Pirates of the Caribbean," "Batman," "Superman," "Lord of the Rings," and others, have adapted their characters, vehicles, props, and settings. The LEGO Group itself has become a multimedia empire, including LEGO books, movies, television shows, video games, board games, comic books, theme parks, magazines, and even MMORPGs. " LEGO Studies: Examining the Building Blocks of a Transmedial Phenomenon "is the first collection to examine LEGO as both a medium into which other franchises can be adapted and a transmedial franchise of its own. Although each essay looks at a particular aspect of the LEGO phenomenon, topics such as adaptation, representation, paratexts, franchises, and interactivity intersect throughout these essays, proposing that the study of LEGO as a medium and a media empire is a rich vein barely touched upon in Media Studies.
Since the "Automatic Binding Bricks" that LEGO produced in 1949, and the LEGO "System of Play" that began with the release of Town Plan No. 1 (1955), LEGO bricks have gone on to become a global phenomenon, and the favorite building toy of children, as well as many an AFOL (Adult Fan of LEGO). LEGO has also become a medium into which a wide number of media franchises, including "Star Wars," "Harry Potter," "Pirates of the Caribbean," "Batman," "Superman," "Lord of the Rings," and others, have adapted their characters, vehicles, props, and settings. The LEGO Group itself has become a multimedia empire, including LEGO books, movies, television shows, video games, board games, comic books, theme parks, magazines, and even MMORPGs. " LEGO Studies: Examining the Building Blocks of a Transmedial Phenomenon "is the first collection to examine LEGO as both a medium into which other franchises can be adapted and a transmedial franchise of its own. Although each essay looks at a particular aspect of the LEGO phenomenon, topics such as adaptation, representation, paratexts, franchises, and interactivity intersect throughout these essays, proposing that the study of LEGO as a medium and a media empire is a rich vein barely touched upon in Media Studies.
This edited book presents an array of approaches on how human factors theory and research addresses the challenges associated with combat identification. Special emphasis is placed on reducing human error that leads to fratricide, which is the unintentional death or injury of friendly personnel by friendly weapons during an enemy engagement. Although fratricide has been a concern since humans first engaged in combat operations, it gained prominence during the Persian Gulf War. To reduce fratricide, advances in technological approaches to enhance combat identification (e.g., Blue Force Tracker) should be coupled with the application of human factors principles to reduce human error. The book brings together a diverse group of authors from academic and military researchers to government contractors and commercial developers to provide a single volume with broad appeal. Human Factors Issues in Combat Identification is intended for the larger human factors community within academia, the military and other organizations that work with the military such as government contractors and commercial developers as well as others interested in combat identification issues including military personnel and policy makers.
This companion provides a definitive and cutting-edge guide to the study of imaginary and virtual worlds across a range of media, including literature, television, film, and games. From the Star Trek universe, Thomas More's classic Utopia, and J. R. R. Tolkien's Arda, to elaborate, user-created game worlds like Minecraft, contributors present interdisciplinary perspectives on authorship, world structure/design, and narrative. The Routledge Companion to Imaginary Worlds offers new approaches to imaginary worlds as an art form and cultural phenomenon, explorations of the technical and creative dimensions of world-building, and studies of specific worlds and worldbuilders.
While so many books on technology look at new advances and digital technologies, The Routledge Companion to Media Technology and Obsolescence looks back at analog technologies that are disappearing, considering their demise and what it says about media history, pop culture, and the nature of nostalgia. From card catalogs and typewriters to stock tickers and cathode ray tubes, contributors examine the legacy of analog technologies, including those, like vinyl records, that may be experiencing a resurgency. Each essay includes a brief history of the technology leading up to its peak, an analysis of the reasons for its decline, and a discussion of its influence on newer technologies.
Contributors examine the early days of video game history before the industry crash that ended the medium's golden age.
Set in the simpler days of the early 1970s, "And Still the Crows Laugh" is the story of two friends who grow together through their first loves, family difficulties, and their own inward journeys. Through no conscious choices of their own, the boys confront life-altering obstacles. David becomes lost in a world induced by psychedelic drugs, and Ashton unknowingly becomes a member of a clan of crows. With the help of an aged medicine woman, his own recovered ancient memories, and his animal spirits, Ashton enters the underworld and is able to save his friend. David and Ashton get into mischief, solve mysteries, meet a troll, fight monsters, and learn that things are not always what they appear to be. But most importantly, they discover that life is rarely black-and-white and that simply taking the time to listen to the ancient truths they already know may just be the key they need to find happiness.
This companion provides a definitive and cutting-edge guide to the study of imaginary and virtual worlds across a range of media, including literature, television, film, and games. From the Star Trek universe, Thomas More's classic Utopia, and J. R. R. Tolkien's Arda, to elaborate, user-created game worlds like Minecraft, contributors present interdisciplinary perspectives on authorship, world structure/design, and narrative. The Routledge Companion to Imaginary Worlds offers new approaches to imaginary worlds as an art form and cultural phenomenon, explorations of the technical and creative dimensions of world-building, and studies of specific worlds and worldbuilders.
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