THE GAME CULTURE READER

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The Game Culture Reader

Author : Jason Thompson
ISBN : 9781443864374
Genre : Social Science
File Size : 44.73 MB
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In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.
Category: Social Science

The Computer Culture Reader

Author : Joseph R. Chaney
ISBN : 9781443806664
Genre : Social Science
File Size : 60.48 MB
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The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social networking applications and virtual museums. In all, the essayists work around and through the notion that the desire to communicate is at the heart of the digital age, and that the opportunity for private and public expression has taken a commanding hold on the modern imagination. The contributors argue, ultimately, that the reference field for the technological and cultural changes at the root of the digital revolution extends well beyond any specific locality, nationality, discourse, or discipline. Consequently, this volume advocates for an adaptable perspective that delivers new insights about the robust and fragile relationships between computers and people.
Category: Social Science

The Korean Popular Culture Reader

Author : Kyung Hyun Kim
ISBN : 9780822377566
Genre : Social Science
File Size : 80.58 MB
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Over the past decade, Korean popular culture has become a global phenomenon. The "Korean Wave" of music, film, television, sports, and cuisine generates significant revenues and cultural pride in South Korea. The Korean Popular Culture Reader provides a timely and essential foundation for the study of "K-pop," relating the contemporary cultural landscape to its historical roots. The essays in this collection reveal the intimate connections of Korean popular culture, or hallyu, to the peninsula's colonial and postcolonial histories, to the nationalist projects of the military dictatorship, and to the neoliberalism of twenty-first-century South Korea. Combining translations of seminal essays by Korean scholars on topics ranging from sports to colonial-era serial fiction with new work by scholars based in fields including literary studies, film and media studies, ethnomusicology, and art history, this collection expertly navigates the social and political dynamics that have shaped Korean cultural production over the past century. Contributors. Jung-hwan Cheon, Michelle Cho, Youngmin Choe, Steven Chung, Katarzyna J. Cwiertka, Stephen Epstein, Olga Fedorenko, Kelly Y. Jeong, Rachael Miyung Joo, Inkyu Kang, Kyu Hyun Kim, Kyung Hyun Kim, Pil Ho Kim, Boduerae Kwon, Regina Yung Lee, Sohl Lee, Jessica Likens, Roald Maliangkay, Youngju Ryu, Hyunjoon Shin, Min-Jung Son, James Turnbull, Travis Workman
Category: Social Science

The Video Game Theory Reader

Author : Mark J.P. Wolf
ISBN : 9781135205195
Genre : Social Science
File Size : 25.72 MB
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In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
Category: Social Science

The Advertising And Consumer Culture Reader

Author : Joseph Turow
ISBN : 0415963303
Genre : Business & Economics
File Size : 77.25 MB
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Assembles the important writings on advertising and society. This title includes 27 essays which provide readers with the some of the best-known writings on the nature, process, and social implications of advertising and consumer culture for society.
Category: Business & Economics

The Visual Culture Reader

Author : Nicholas Mirzoeff
ISBN : 0415252229
Genre : Art
File Size : 25.92 MB
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This book brings together key writings as well as specially commissioned articles covering a wealth of visual forms including photography, painting, sculpture, fashion, advertising, television, cinema and digital culture. The reader features an introductory section tracing the development of visual culture studies in response to globalization and digital culture, and articles grouped into thematic sections, each prefaced by an introduction by the editor.
Category: Art

The Children S Culture Reader

Author : Henry Jenkins
ISBN : 9780814743454
Genre : Social Science
File Size : 89.52 MB
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Every major political and social dispute of the twentieth century has been fought on the backs of our children, from the economic reforms of the progressive era through the social readjustments of civil rights era and on to the current explosion of anxieties about everything from the national debt to the digital revolution. Far from noncombatants whom we seek to protect from the contamination posed by adult knowledge, children form the very basis on which we fight over the nature and values of our society, and over our hopes and fears for the future. Unfortunately, our understanding of childhood and children has not kept pace with their crucial and rapidly changing roles in our culture. Pulling together a range of different thinkers who have rethought the myths of childhood innocence, The Children's Culture Reader develops a profile of children as creative and critical thinkers who shape society even as it shapes them. Representing a range of thinking from history, psychology, anthropology, sociology, economics, women's studies, literature, and media studies, The Children's Culture Reader focuses on issues of parent-child relations, child labor, education, play, and especially the relationship of children to mass media and consumer culture. The contributors include Martha Wolfenstein, Philippe Aries, Jacqueline Rose, James Kincaid, Lynn Spigel, Valerie Walkerdine, Ellen Seiter, Annette Kuhn, Eve Sedgwick, Henry Giroux, and Nancy Scheper-Hughes. Including a groundbreaking introduction by the editor and a sourcebook section which excerpts a range of material from popular magazines to child rearing guides from the past 75 years, The Children's Culture Reader will propel our understanding of children and childhood into the next century.
Category: Social Science

The Popular Culture Reader

Author : John G. Nachbar
ISBN : 0879720956
Genre : Social Science
File Size : 82.53 MB
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Category: Social Science

Digital Culture Play And Identity

Author : Hilde Corneliussen
ISBN : 9780262033701
Genre : Games
File Size : 51.91 MB
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World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design--as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted. The contributors examine the ways that gameworlds reflect the real world--exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character--both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors--who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies--reflect the breadth and vitality of current interest in MMOGs.Hilde G. Corneliussen and Jill Walker Rettberg are both Associate Professors of Humanistic Informatics at the University of Bergen, Norway.
Category: Games

The Design Culture Reader

Author : Ben Highmore
ISBN : 0415403561
Genre : Art
File Size : 83.74 MB
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Design is part of ordinary, everyday life, to be found in every room in every building in the world. While we may tend to think of design in terms of highly desirable objects, this book encourages us to think about design as ubiquitous (from plumbing to television) and as an agent of social change (from telephones to weapon systems). The Design Culture Reader brings together an international array of writers whose work is of central importance for thinking about design culture in the past, present and future. Essays from philosophers, media and cultural theorists, historians of design, anthropologists, cultural historians, artists and literary critics all demonstrate the enormous potential of design studies for understanding the modern world. Organised in thematic sections, The Design Culture Reader explores the social role of design by looking at the impact it has in a number of areas - especially globalisation, ecology, and the changing experiences of modern life. Particular essays focus on topics such asdesign and the senses , design and war and design and technology, while the editor's introduction to the collection provides a compelling argument for situating design studies at the very forefront of contemporary thought.
Category: Art