|
Showing 1 - 25 of
31 matches in All Departments
The 21st century has seen a board game renaissance. At a time when
streaming television finds millions of viewers, video games garner
billions of dollars, and social media grows ever more intense,
little has been written about the rising popularity of board games.
And yet board games are one of our fastest growing hobbies, with
sales increasing every year. Today's board games are more than just
your average rainy-day mainstay. Once associated solely with geek
subcultures, complex and strategic board games are increasingly
dominating the playful media environment. The popularity of these
complex board games mirrors the rise of more complex cult media
products. In Game Play: Paratextuality in Contemporary Board Games,
Paul Booth examines complex board games based on book, TV, and film
franchises, including Doctor Who, The Walking Dead, Lord of the
Rings, Star Trek, The Hunger Games and the worlds of H.P.
Lovecraft. How does a game represent a cult world? How can
narratives cross media platforms? By investigating the relationship
between these media products and their board game versions, Booth
illustrates the connections between cult media, gameplay, and
narrative in a digital media environment.
This book examines the fan-created combination of Doctor Who,
Sherlock, and Supernatural as a uniquely digital fan experience,
and as a metaphor for ongoing scholarship into contemporary fandom.
What do you get when you cross the cult shows Doctor Who,
Supernatural, and Sherlock? In this book, Paul Booth explores the
fan-created crossover universe known as SuperWhoLock-a universe
where Sherlock Holmes and Dean Winchester work together to fight
monsters like the Daleks and the Weeping Angels; a world where John
Watson is friends with Amy Pond; a space where the unique brands of
fandom interact. Booth argues that SuperWhoLock represents more
than just those three shows-it is a way of doing fandom. Through
interviews with fans and analysis of fan texts, Crossing Fandoms:
SuperWhoLock and the Contemporary Fan Audience also demonstrates
how fan studies in the digital age can evolve to take into account
changing fan activities and texts.
Leading expert Paul Booth explores the growth in popularity of
board games today, and unpacks what it means to read a board game.
What does a game communicate? How do games play us? And how do we
decide which games to play and which are just wastes of cardboard?
With little scholarly research in this still-emerging field, Board
Games as Media underscores the importance of board games in the
ever-evolving world of media.
This edited volume provides a single coherent overview of
vocabulary teaching and learning in relation to each of the four
skills (reading, writing, listening, speaking). Each of the four
sections presents a skill area with two chapters presented by two
leading experts in the field, relating recent advances in the field
to the extent that each skill area relates differently to
vocabulary and how this informs pedagogy and policy. The book opens
with a summary of recent advances in the field of vocabulary, and
closes by drawing conclusions from the skill areas covered. The
chapters respond to emerging vocabulary research trends that
indicate that lexical acquisition needs to be treated differently
according to the skill area. The editors have chosen chapters to
respond to recent research advances and to highlight practical and
pedagogical application in a single coherent volume.
This collection brings together recent research on the influences
between first and additional languages with a focus on the
development of multilingual lexicons. Featuring work from an
international group of scholars, the volume examines the complex
dynamics underpinning vocabulary in second and third languages and
the role first languages play within this process. The book is
organized around three different facets of research in this area -
lexical recognition, processing, and knowledge; the effects of
first languages on second language reading and writing,
collocations, and translation skills; and, vocabulary testing -
drawing on examples from a variety of languages, including European
languages, Arabic, and Japanese. Setting the stage for further
research on the interplay between first languages and multilingual
lexicons, this volume is key reading for students and researchers
in applied linguistics, language learning and teaching,
bilingualism, second language acquisition, and translation studies.
This edited volume provides a single coherent overview of
vocabulary teaching and learning in relation to each of the four
skills (reading, writing, listening, speaking). Each of the four
sections presents a skill area with two chapters presented by two
leading experts in the field, relating recent advances in the field
to the extent that each skill area relates differently to
vocabulary and how this informs pedagogy and policy. The book opens
with a summary of recent advances in the field of vocabulary, and
closes by drawing conclusions from the skill areas covered. The
chapters respond to emerging vocabulary research trends that
indicate that lexical acquisition needs to be treated differently
according to the skill area. The editors have chosen chapters to
respond to recent research advances and to highlight practical and
pedagogical application in a single coherent volume.
Ever since Norman Lear remade the BBC series Till Death Us Do Part
into All in the Family, American remakes of British television
shows have become part of the American cultural fabric. Indeed,
some of the programs currently said to exemplify American tastes
and attitudes, from reality programs like American Idol and What
Not to Wear to the mock-documentary approach of The Office, are
adaptations of successful British shows. Carlen Lavigne and Heather
Marcovitch's American Remakes of British Television:
Transformations and Mistranslations is a multidisciplinary
collection of essays that focuses on questions raised when a
foreign show is adapted for the American market. What does it mean
to remake a television program? What does the process of
"Americanization" entail? What might the success or failure of a
remade series tell us about the differences between American and
British producers and audiences? This volume examines
British-to-American television remakes from 1971 to the present.
The American remakes in this volume do not share a common genre,
format, or even level of critical or popular acclaim. What these
programs do have in common, however, is the sense that something in
the original has been significantly changed in order to make the
program appealing or accessible to American audiences. The
contributors display a multitude of perspectives in their essays.
British-to-American television remakes as a whole are explained in
terms of the market forces and international trade that make these
productions financially desirable. Sanford and Son is examined in
terms of race and class issues. Essays on Life on Mars and Doctor
Who stress television's role in shaping collective cultural
memories. An essay on Queer as Folk explores the romance genre and
also talks about differences in national sexual politics. An
examination of The Office discusses how the American remake
actually endorses the bureaucracy that the British original satiri
Split into four sections, Seeing Fans analyzes the representations
of fans in the mass media through a diverse range of perspectives.
This collection opens with a preface by noted actor and fan Orlando
Jones (Sleepy Hollow), whose recent work on fandom (appearing with
Henry Jenkins at Comic Con and speaking at the Fan Studies Network
symposium) bridges the worlds of academia and the media industry.
Section one focuses on the representations of fans in documentaries
and news reports and includes an interview with Roger Nygard,
director of Trekkies and Trekkies 2. The second section then
examines fictional representations of fans through analyses of
television and film, featuring interviews with Emily Perkins of
Supernatural, Robert Burnett, director of the film Free Enterprise,
and Luminosity, a fan who has been interviewed in the New York
Magazine for her exemplary work in fandom. Section three explores
cultural perspectives on fan representations, and includes an
interview with Laurent Malaquais, director of Bronies: The
Extremely Unexpected Adult Fans of My Little Pony. Lastly, the
final section looks at global perspectives on the ways fans have
been represented and finishes with an interview with Jeanie Finlay,
director of the music documentary Sound it Out. The collection then
closes with an afterword by fan studies scholar Professor Matt
Hills.
Time on TV examines the massive aesthetic and structural changes
happening across today's television programs. Time travel, flash
forwards, fake memories: Paul Booth's analysis reveals the theory
and practices that are changing television and online media as we
know them. His engaging examination of the mashup of television and
social media uncovers a temporal complexity at the heart of our own
lives. The characteristically enigmatic television narrative
becomes emblematic of a very human interaction with social and
digital media. A perfect book for twenty-first century television
studies, media studies, or anyone who wants to know why there's so
much time travel on television, Time on TV answers questions you
didn't even know you had about today's television, digital
technology, and our daily lives.
This collection brings together recent research on the influences
between first and additional languages with a focus on the
development of multilingual lexicons. Featuring work from an
international group of scholars, the volume examines the complex
dynamics underpinning vocabulary in second and third languages and
the role first languages play within this process. The book is
organized around three different facets of research in this area -
lexical recognition, processing, and knowledge; the effects of
first languages on second language reading and writing,
collocations, and translation skills; and, vocabulary testing -
drawing on examples from a variety of languages, including European
languages, Arabic, and Japanese. Setting the stage for further
research on the interplay between first languages and multilingual
lexicons, this volume is key reading for students and researchers
in applied linguistics, language learning and teaching,
bilingualism, second language acquisition, and translation studies.
Adventures Across Space and Time brings together key academic,
critic and fan writings about Doctor Who alongside
newly-commissioned work addressing contemporary issues and debates
to form a comprehensive guide to the wider Whoniverse. The
perennially popular BBC series holds a unique place in the history
of television and of TV fandom: the longest running science-fiction
show, the series and its fan communities have tracked social and
cultural changes over its 60 year lifetime. Adventures Across Space
and Time presents classic writings on Who and its fandom by leading
scholars including John Fiske, Henry Jenkins, John Tulloch and Matt
Hills, but also represents writings and art by fans, including fans
who went on to become showrunners, writers or even the Doctor
himself, with contributions by Steven Moffat, Chris Chibnall,
Douglas Adams and Peter Capaldi. This innovative anthology
addresses Doctor Who's showrunners, Doctors, companions, enemies
and collaborators as well as issues and debates around queer
fandom, intersectionality, the 'wokeness' of the Doctor, fan media
including websites, podcasts and vlogs, fan activism and questions
of race and sexuality in relation to the show and its spin offs. It
considers Doctor Who as a peculiarly British phenomenon but also
one that has delighted, engaged and sometimes enraged viewers
around the world.
This book re-evaluates the way we examine today's digital media
environment. By looking at how popular culture uses different
digital technologies, Digital Fandom bolsters contemporary media
theory by introducing new methods of analysis. Using the exemplars
of alternate reality gaming and fan studies, this book takes into
account a particular "philosophy of playfulness" in today's media
in order to establish a "new media studies". Digital Fandom
augments traditional studies of popular media fandom with
descriptions of the contemporary fan in a converged media
environment. The book shows how changes in the study of fandom can
be applied in a larger scale to the study of new media in general,
and formulates new conceptions of traditional media theories.
Controversies in Digital Ethics explores ethical frameworks within
digital culture. Through a combination of theoretical examination
and specific case studies, the essays in this volume provide a
vigorous examination of ethics in a highly individualistic and
mediated world. Focusing on specific controversies-privacy,
surveillance, identity politics, participatory culture-the authors
in this volume provide a roadmap for navigating the thorny ethical
issues in new media. Paul Booth and Amber Davisson bring together
multiple writers working from different theoretical traditions to
represent the multiplicity of ethics in the 21st century. Each
essay has been chosen to focus on a particular issue in
contemporary ethical thinking in order to both facilitate classroom
discussion and further scholarship in digital media ethics.
Accessible for students, but with a robust analysis providing
contemporary scholarship in media ethics, this collection unites
theory, case studies, and practice within one volume.
The 2016 US election was ugly, divisive, maddening, and
influential. In this provocative new book, Paul Booth, Amber
Davisson, Aaron Hess, and Ashley Hinck explore the effect that
everyday people had on the political process. From viewing
candidates as celebrities, to finding fan communities within the
political spectrum, to joining others online in spreading
(mis)information, the true influence in 2016 was the online
participant. Poaching Politics brings together research and
scholars from media studies, political communication, and rhetoric
to provide an interdisciplinary perspective on the role of
participatory cultures in shaping the 2016 US presidential
election. Poaching Politics heralds a new way of creating and
understanding shifts in the nature of political communication in
the digital age.
The 2016 US election was ugly, divisive, maddening, and
influential. In this provocative new book, Paul Booth, Amber
Davisson, Aaron Hess, and Ashley Hinck explore the effect that
everyday people had on the political process. From viewing
candidates as celebrities, to finding fan communities within the
political spectrum, to joining others online in spreading
(mis)information, the true influence in 2016 was the online
participant. Poaching Politics brings together research and
scholars from media studies, political communication, and rhetoric
to provide an interdisciplinary perspective on the role of
participatory cultures in shaping the 2016 US presidential
election. Poaching Politics heralds a new way of creating and
understanding shifts in the nature of political communication in
the digital age.
In this completely revised and updated version of Digital Fandom,
Paul Booth extends his analysis of fandom in the digital
environment. With new chapters that focus on the economics of
crowdfunding, the playfulness of Tumblr, and the hybridity of the
fan experience, alongside revised chapters that explore blogs,
wikis, and social networking sites, Digital Fandom 2.0 continues to
develop the "philosophy of playfulness" of the contemporary fan.
Booth's analysis reveals the many facets of the digital fan
experience, including hybrid fandom, demediation, and the
digi-gratis economy. With a foreword from noted fan scholar Matt
Hills, Booth's new Digital Fandom 2.0 shows the power of the fan in
the digital age.
Since its premiere in November 1963, the classic British television
program "Doctor Who" has been a cornerstone of popular culture for
half a century. From the earliest "Exterminate " to the recent
"Allons-y ," from the white-haired grandfather to the wide-grinned
youth, the show has depicted the adventures of a time-traveling,
dual-hearted, quick-witted, and multi-faced hero as he battles
Daleks, Cybermen, Sontarans, and all manner of nasties. And, like
its main character, who can regenerate his body and change his
appearance, "Doctor Who" fandom has developed and changed
significantly in the fifty years since its inception.
In this engaging and insightful collection, fans and scholars from
around the globe explore fan fiction, fan videos, and fan knitting,
as well as the creation of new languages. As multifaceted as the
character himself," Doctor Who "fans come in many forms, and this
book investigates thoroughly the multitude of fandoms, fan works,
and fan discussions about this always-surprising and energetic
program.
Featuring full color images of fan work and discussions of both
classic and New Who fandom, this book takes reader on a journey of
discovery into one of the largest worldwide fan audiences that has
ever existed. Thoughtful, insightful, and readable, this is one of
only a few--and certainly one of the best--guides to "Doctor Who
"fan culture and is certain to appeal to the show's many ardent
fans across the globe.
Split into four sections, Seeing Fans analyzes the representations
of fans in the mass media through a diverse range of perspectives.
This collection opens with a preface by noted actor and fan Orlando
Jones (Sleepy Hollow), whose recent work on fandom (appearing with
Henry Jenkins at Comic Con and speaking at the Fan Studies Network
symposium) bridges the worlds of academia and the media industry.
Section one focuses on the representations of fans in documentaries
and news reports and includes an interview with Roger Nygard,
director of Trekkies and Trekkies 2. The second section then
examines fictional representations of fans through analyses of
television and film, featuring interviews with Emily Perkins of
Supernatural, Robert Burnett, director of the film Free Enterprise,
and Luminosity, a fan who has been interviewed in the New York
Magazine for her exemplary work in fandom. Section three explores
cultural perspectives on fan representations, and includes an
interview with Laurent Malaquais, director of Bronies: The
Extremely Unexpected Adult Fans of My Little Pony. Lastly, the
final section looks at global perspectives on the ways fans have
been represented and finishes with an interview with Jeanie Finlay,
director of the music documentary Sound it Out. The collection then
closes with an afterword by fan studies scholar Professor Matt
Hills.
Controversies in Digital Ethics explores ethical frameworks within
digital culture. Through a combination of theoretical examination
and specific case studies, the essays in this volume provide a
vigorous examination of ethics in a highly individualistic and
mediated world. Focusing on specific controversies-privacy,
surveillance, identity politics, participatory culture-the authors
in this volume provide a roadmap for navigating the thorny ethical
issues in new media. Paul Booth and Amber Davisson bring together
multiple writers working from different theoretical traditions to
represent the multiplicity of ethics in the 21st century. Each
essay has been chosen to focus on a particular issue in
contemporary ethical thinking in order to both facilitate classroom
discussion and further scholarship in digital media ethics.
Accessible for students, but with a robust analysis providing
contemporary scholarship in media ethics, this collection unites
theory, case studies, and practice within one volume.
|
You may like...
Loot
Nadine Gordimer
Paperback
(2)
R205
R168
Discovery Miles 1 680
|