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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.
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.
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.
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.
Designed for those beginning to study linguistics, this is a lively
introduction to two key aspects of the structure of language:
syntax (the structure of sentences) and morphology (the structure
of words). It shows students in a step-by-step fashion how to
analyze the syntax and morphology of any language, by clearly
describing the basic methods and techniques, and providing almost
100 practical exercises based on data from a rich variety of the
world's languages. Written in an engaging style and complete with a
comprehensive glossary, Exploring Language Structure explains
linguistic concepts by using clear analogies from everyday life. It
introduces a range of essential topics in syntax and morphology,
such as rules, categories, word classes, grammatical relations,
multi-clause constructions and typology. Providing a solid
foundation in morphology and syntax, this is the perfect
introductory text for beginning students, and will fully prepare
them for more advanced courses in linguistic analysis.
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.
Designed for those beginning to study linguistics, this is a lively
introduction to two key aspects of the structure of language:
syntax (the structure of sentences) and morphology (the structure
of words). It shows students in a step-by-step fashion how to
analyze the syntax and morphology of any language, by clearly
describing the basic methods and techniques, and providing almost
100 practical exercises based on data from a rich variety of the
world's languages. Written in an engaging style and complete with a
comprehensive glossary, Exploring Language Structure explains
linguistic concepts by using clear analogies from everyday life. It
introduces a range of essential topics in syntax and morphology,
such as rules, categories, word classes, grammatical relations,
multi-clause constructions and typology. Providing a solid
foundation in morphology and syntax, this is the perfect
introductory text for beginning students, and will fully prepare
them for more advanced courses in linguistic analysis.
In Elucidation Of The Pentecostal Anointing Of The Holy Ghost, And
The Divinely-Appointed Way In Which That Great Blessing May Be
Received.
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.
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.
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