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Showing 1 - 25 of 34 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.
Originally published in 1989 this title provided a comprehensive and authoritative introduction to the burgeoning discipline of human-computer interaction for students, academics, and those from industry who wished to know more about the subject. Assuming very little knowledge, the book provides an overview of the diverse research areas that were at the time only gradually building into a coherent and well-structured field. It aims to explain the underlying causes of the cognitive, social and organizational problems typically encountered when computer systems are introduced. It is clear and concise, whilst avoiding the oversimplification of important issues and ideas.
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.
Originally published in 1989 this title provided a comprehensive and authoritative introduction to the burgeoning discipline of human-computer interaction for students, academics, and those from industry who wished to know more about the subject. Assuming very little knowledge, the book provides an overview of the diverse research areas that were at the time only gradually building into a coherent and well-structured field. It aims to explain the underlying causes of the cognitive, social and organizational problems typically encountered when computer systems are introduced. It is clear and concise, whilst avoiding the oversimplification of important issues and ideas.
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.
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.
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.
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.
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.
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.
Through a richly detailed account of fan cultures and media over the over fifty-year history of the show, Watching Doctor Who explores fandom's changing attitudes towards this much-loved TV series. Why do fans love an episode one year but deride it a decade later? How do fans' values of Doctor Who change over time? As a show that's featured as part of the shared landscape of home entertainment since the 1960s, Doctor Who helps us understand the changing nature of notions of 'value' and 'quality' in popular television. Through a series of in-depth case studies of fan polls and debates, Paul Booth and Craig Owen Jones interrogate the way Doctor Who fans and audiences re-interpret the value of particular episodes, Doctors, companions, and eras of Who. With a foreword by Paul Cornell.
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.
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