Showing results for "edmond chang"
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Video Games, Literature, and Close Playing
A Practical Guide
2025
EN
Accessible
Video Games, Literature, and Close Playing: A Practical Guide offers 24 case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossing: New Horizons, and Assassin’s Creed to Gone Home in order to introduce key video game and literary studies concepts, ideas, definitions, and possibilities. This book also includes a brief history of video games and literature, critical questions and ...
Techno-Orientalism 2.0
New Intersections and Interventions
- by
- Justin BattinAgnieszka KiejziewiczEdmond ChangClare KimAdhy KimJung Soo LeeLori Kido LopezKimberly McKeeJane ParkImran ParrayBaryon PosadasThomas SarmientoGerald SimLeland TabaresRachel TayJae Yeon YooCharles TungShana YeDavid S. RohBetsy HuangGreta Aiyu NiuChristopher T. FanIan Liujia TianProfessor Anna Romina GuevarraProfessor Won Jeon
- Series -
- Asian American Studies Today
2025
EN
Building on the groundbreaking Techno-Orientalism: Imagining Asia in Speculative Fiction, History, and Media, published by Rutgers University Press in 2015, Techno-Orientalism 2.0: New Intersections and Interventions addresses the impact of a volatile post-pandemic present on speculative futures by and about Asians. The backdrop of this highly anticipated follow-up is a world that is radically different than in 2015: COVID-19, threats of a “new cold war” with China, Russi...
Gaming Representation
Race, Gender, and Sexuality in Video Games
2017
EN
Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range o...
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Coming of Age in Second Life
An Anthropologist Explores the Virtually Human
2015
EN
Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication...
Persuasive Games
The Expressive Power of Videogames
2010
EN
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments...
2011
EN
Accessible
Life on the Screen is a book not about computers, but about people and how computers are causing us to reevaluate our identities in the age of the Internet. We are using life on the screen to engage in new ways of thinking about evolution, relationships, politics, sex, and the self. Life on the Screen traces a set of boundary negotiations, telling the story of the changing impact of the computer on our psychological lives and our evolving ideas about minds, bodies, and ma...
Fans, Bloggers, and Gamers
Exploring Participatory Culture
2006
EN
Brings together the highlights of a decade and a half of groundbreaking research into the cultural life of media consumersHenry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active, creative, critically engaged, and socially connected consumers of popular culture and that they represent the vanguard of a new relationship with mass media. Though marginal and largely invisible to the general public at the time, today, med...
2014
EN
Research consistently shows how through the years more of our time gets spent using media, how multitasking our media has become a regular feature of everyday life, and that consuming media for most people increasingly takes place alongside producing media.Media Life is a primer on how we may think of our lives as lived in rather than with media. The book uses the way media function today as a prism to understand key issues in contemporary society, where reality is open so...
2006
EN
Fans have been responding to literary works since the days of Homer's Odyssey and Euripedes' Medea. More recently, a number of science fiction, fantasy, media, and game works have found devoted fan followings. The advent of the Internet has brought these groups from relatively limited, face-to-face enterprises to easily accessible global communities, within which fan texts proliferate and are widely read and even more widely commented upon. New interactions between readers and writers of f...
Textual Poachers
Television Fans and Participatory Culture
2012
EN
Accessible
The twentieth anniversary edition of Henry Jenkins’s Textual Poachers brings this now-canonical text to a new generation of students interested in the intersections of fandom, participatory culture, popular consumption and media theory.Supplementing the original, classic text is an interview between Henry Jenkins and Suzanne Scott in which Jenkins reflects upon changes in the field since the original release of Textual Poachers. A study guide by Louisa Stein helps...
Japanoise
Music at the Edge of Circulation
- Series -
- Sign, Storage, Transmission
2013
EN
Noise, an underground music made through an amalgam of feedback, distortion, and electronic effects, first emerged as a genre in the 1980s, circulating on cassette tapes traded between fans in Japan, Europe, and North America. With its cultivated obscurity, ear-shattering sound, and over-the-top performances, Noise has captured the imagination of a small but passionate transnational audience.For its scattered listeners, Noise always seems to be new and to come from somewhere else: ...
2014
EN
An essential introduction to a rapidly growing field of study, The Fan Fiction Studies Reader gathers in one place the key foundational texts of the fan studies corpus, with a focus on fan fiction. Collected here are important texts by scholars whose groundbreaking work established the field and outlined some of its enduring questions. Editors Karen Hellekson and Kristina Busse provide cogent introductions that place each piece in its historical and intellectual context, mapping t...











