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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.
We have learned of a diabolical plan from the werewolves to reopen
Hell itself and unleash the Hell Hound to annihilate the vampire.
But as vampire civil war looms, can our only hope lay with a
Princess who lays cold in her grave. We must Resurrect the Vampire
Witch.
From viral videos on YouTube to mobile television on smartphones
and beyond, TV has overflowed its boundaries. If Raymond Williams'
concept of flow challenges the idea of a discrete television text,
then convergence destabilizes the notion of television as a
discrete object.
Flow TV examines television in an age of technological,
economic, and cultural convergence. Seeking to frame a new set of
concerns for television studies in the 21st century, this
collection of all new essays establishes television s continued
importance in a shifting media culture. Considering television and
new media not as solely technical devices, but also as social
technologies, the essays in this anthology insist that we turn our
attention to the social, political, and cultural practices that
surround and inform those devices' use. The contributors examine
television through a range of critical approaches from formal and
industrial analysis to critical technology studies, reception
studies, political economy, and critiques of television's
transnational flows. This volume grows out of the critical
community formed around the popular online journal Flow: A Critical
Form on Television and Media Culture (flowtv.org). It is ideal for
courses in television studies or media convergence.
From viral videos on YouTube to mobile television on smartphones
and beyond, TV has overflowed its boundaries. If Raymond Williams'
concept of flow challenges the idea of a discrete television text,
then convergence destabilizes the notion of television as a
discrete object.
Flow TV examines television in an age of technological,
economic, and cultural convergence. Seeking to frame a new set of
concerns for television studies in the 21st century, this
collection of all new essays establishes television's continued
importance in a shifting media culture. Considering television and
new media not as solely technical devices, but also as social
technologies, the essays in this anthology insist that we turn our
attention to the social, political, and cultural practices that
surround and inform those devices' use. The contributors examine
television through a range of critical approaches from formal and
industrial analysis to critical technology studies, reception
studies, political economy, and critiques of television's
transnational flows. This volume grows out of the critical
community formed around the popular online journal Flow: A Critical
Form on Television and Media Culture (flowtv.org). It is ideal for
courses in television studies or media convergence.
Joystick Soldiers is the first anthology to examine the
reciprocal relationship between militarism and video games. War has
been an integral theme of the games industry since the invention of
the first video game, Spacewar! in 1962.While war video games began
as entertainment, military organizations soon saw their potential
as combat simulation and recruitment tools. A profitable and
popular relationship was established between the video game
industry and the military, and continues today with video game
franchises like America 's Army, which was developed by the
U.S.Army as a public relations and recruitment tool.
This collection features all new essays that explore how modern
warfare has been represented in and influenced by video games. The
contributors explore the history and political economy of video
games and the "military-entertainment complex;" present textual
analyses of military-themed video games such as Metal Gear Solid;
and offer reception studies of gamers, fandom, and political
activism within online gaming.
Forty original contributions on games and gaming culture What does
Pokemon Go tell us about globalization? What does Tetris teach us
about rules? Is feminism boosted or bashed by Kim Kardashian:
Hollywood? How does BioShock Infinite help us navigate
world-building? From arcades to Atari, and phone apps to virtual
reality headsets, video games have been at the epicenter of our
ever-evolving technological reality. Unlike other media
technologies, video games demand engagement like no other, which
begs the question-what is the role that video games play in our
lives, from our homes, to our phones, and on global culture writ
large? How to Play Video Games brings together forty original
essays from today's leading scholars on video game culture, writing
about the games they know best and what they mean in broader social
and cultural contexts. Read about avatars in Grand Theft Auto V, or
music in The Legend of Zelda: Ocarina of Time. See how Age of
Empires taught a generation about postcolonialism, and how
Borderlands exposes the seedy underbelly of capitalism. These
essays suggest that understanding video games in a critical context
provides a new way to engage in contemporary culture. They are a
must read for fans and students of the medium.
Explores the culture that made military shooter video games
popular, and key in understanding the War on Terror No video game
genre has been more popular or more lucrative in recent years than
the "military shooter." Franchises such as Call of Duty,
Battlefield, and those bearing Tom Clancy's name turn over billions
of dollars annually by promising to immerse players in historic and
near-future battles, converting the reality of contemporary
conflicts into playable, experiences. In the aftermath of 9/11,
these games transformed a national crisis into fantastic and
profitable adventures, where seemingly powerless spectators became
solutions to these virtual Wars on Terror. Playing War provides a
cultural framework for understanding the popularity of
military-themed video games and their significance in the ongoing
War on Terror. Matthew Payne examines post-9/11 shooter-style game
design as well as gaming strategies to expose how these practices
perpetuate and challenge reigning political beliefs about America's
military prowess and combat policies. Far from offering simplistic
escapist pleasures, these post-9/11 shooters draw on a range of
nationalist mythologies, positioning the player as the virtual hero
at every level. Through close readings of key games, analyses of
marketing materials, and participant observations of the war gaming
community, Playing War examines an industry mobilizing anxieties
about terrorism and invasion to craft immersive titles that
transform international strife into interactive fun.
SHORTLISTED FOR THE JAMES TAIT BLACK PRIZE LONGLISTED FOR THE
GUARDIAN FIRST BOOK AWARD NOMINATED FOR THE FOLIO PRIZE NAMED A
NOTABLE BOOK OF THE YEAR BY THE NEW YORK TIMES A stunning,
heartbreaking debut - 'We Are Not Ourselves' is both the intimate
story of a family and an epic of the American Century. Eileen Leary
wants more. Raised in a downtrodden area of new York by
hard-drinking, Irish immigrant parents, she dreams of another life:
a better job, a bigger house, more respectable friends, a happy
family. When she meets Ed Leary, a brilliant young scientist, she
thinks she's found the perfect partner to pursue and share her
American Dream with. An indefatigable love enters Eileen's life -
but so too does a pervasive darkness and a loss that will last a
lifetime.
Forty original contributions on games and gaming culture What does
Pokemon Go tell us about globalization? What does Tetris teach us
about rules? Is feminism boosted or bashed by Kim Kardashian:
Hollywood? How does BioShock Infinite help us navigate
world-building? From arcades to Atari, and phone apps to virtual
reality headsets, video games have been at the epicenter of our
ever-evolving technological reality. Unlike other media
technologies, video games demand engagement like no other, which
begs the question-what is the role that video games play in our
lives, from our homes, to our phones, and on global culture writ
large? How to Play Video Games brings together forty original
essays from today's leading scholars on video game culture, writing
about the games they know best and what they mean in broader social
and cultural contexts. Read about avatars in Grand Theft Auto V, or
music in The Legend of Zelda: Ocarina of Time. See how Age of
Empires taught a generation about postcolonialism, and how
Borderlands exposes the seedy underbelly of capitalism. These
essays suggest that understanding video games in a critical context
provides a new way to engage in contemporary culture. They are a
must read for fans and students of the medium.
Joystick Soldiers is the first anthology to examine the
reciprocal relationship between militarism and video games. War has
been an integral theme of the games industry since the invention of
the first video game, Spacewar! in 1962.While war video games began
as entertainment, military organizations soon saw their potential
as combat simulation and recruitment tools. A profitable and
popular relationship was established between the video game
industry and the military, and continues today with video game
franchises like America 's Army, which was developed by the
U.S.Army as a public relations and recruitment tool.
This collection features all new essays that explore how modern
warfare has been represented in and influenced by video games. The
contributors explore the history and political economy of video
games and the "military-entertainment complex;" present textual
analyses of military-themed video games such as Metal Gear Solid;
and offer reception studies of gamers, fandom, and political
activism within online gaming.
This book presents a global overview of the background to, and the
current state of, crop protection and pest management in cotton
crops. Cotton is one of the most economically important crops in
the world and has been grown for centuries but maintaining high
yields of good quality requires sophisticated approaches to pest
management. The introduction and use of pesticides over the decades
significantly increased cotton yields but lead to many adverse
environmental impacts. Over time, new and alternative insecticides
were developed but overuse has enabled pests to develop significant
resistance. The development of genetically modified cotton
varieties with toxins derived from Bacillus thuringiensis enabled
much improved control of lepidopteran larvae, including bollworms,
but as the toxins had no effect on sucking pests, farmers had no
choice but to continue using insecticides. Also, some of the new
cotton varieties developed in recent times have not adapted to
different climatic conditions and the quality of cotton fibre
declined as a result. This book shows the need for more research to
select cotton varieties with high quality fibres suitable for
different cotton growing areas and to develop integrated pest
management strategies to minimise the use of pesticides. It also
demonstrates the need for an inter-disciplinary approach bringing
together plant breeders, entomologists, plant pathologists,
agronomists and agricultural engineers to achieve high yields of
high quality cotton. In the future, farmers will need to adopt new
technology to determine when and how pesticides are used in
conjunction with cultural and biological control strategies. *
Emphasises the importance of research on growing cotton in a world
experiencing climate change * Demonstrates how crucial crop
protection is in achieving high yields of high quality cotton *
Shows how new technology will bring major changes in how cotton is
grown in the future
Explores the culture that made military shooter video games
popular, and key in understanding the War on Terror No video game
genre has been more popular or more lucrative in recent years than
the "military shooter." Franchises such as Call of Duty,
Battlefield, and those bearing Tom Clancy's name turn over billions
of dollars annually by promising to immerse players in historic and
near-future battles, converting the reality of contemporary
conflicts into playable, experiences. In the aftermath of 9/11,
these games transformed a national crisis into fantastic and
profitable adventures, where seemingly powerless spectators became
solutions to these virtual Wars on Terror. Playing War provides a
cultural framework for understanding the popularity of
military-themed video games and their significance in the ongoing
War on Terror. Matthew Payne examines post-9/11 shooter-style game
design as well as gaming strategies to expose how these practices
perpetuate and challenge reigning political beliefs about America's
military prowess and combat policies. Far from offering simplistic
escapist pleasures, these post-9/11 shooters draw on a range of
nationalist mythologies, positioning the player as the virtual hero
at every level. Through close readings of key games, analyses of
marketing materials, and participant observations of the war gaming
community, Playing War examines an industry mobilizing anxieties
about terrorism and invasion to craft immersive titles that
transform international strife into interactive fun.
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Even the Wind (Paperback)
Matthew Thomas Foster, Michelle Marie Lewis, Axel Fred Liimatta
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R419
Discovery Miles 4 190
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Out of stock
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