Showing results for "timothy j welsh"
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Mixed Realism
Videogames and the Violence of Fiction
- Series -
- Electronic Mediations
2016
EN
Mixed Realism is about how we interact with media. Timothy J. Welsh shows how videogames, like novels, both promise and trouble experiences of “immersion.” His innovative methodology offers a new understanding of the expanding role of virtuality in contemporary life.Today’s wired culture is a mixed reality, conducted as exchanges between virtual and material contexts. We make balance transfers at an ATM, update Facebook timelines, and squeeze in sessions of Angry Birds...
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 ...
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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...
2013
EN
Writers Workshop of Science Fiction and Fantasy is a collection of essays and interviews by and with many of the movers-and-shakers in the industry. Each contributor covers the specific element of craft he or she excels in. Expect to find varying perspectives and viewpoints, which is why you many find differing opinions on any particular subject.This is, after all, a collection of advice from professional storytellers. And no two writers have made it to the stage via the same journ...
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...
Otaku
Japan's Database Animals
- Translated by
- Jonathan E. AbelShion Kono
2013
EN
In Japan, obsessive adult fans and collectors of manga and anime are known as otaku. When the underground otaku subculture first emerged in the 1970s, participants were looked down on within mainstream Japanese society as strange, antisocial loners. Today otaku have had a huge impact on popular culture not only in Japan but also throughout Asia, Europe, and the United States.Hiroki Azuma’s Otaku offers a critical, philosophical, and historical inquiry into the cha...
- Series -
- Cultographies
2011
EN
More than just a box office flop that resurrected itself in the midnight movie circuit, Blade Runner (1982) achieved extraordinary cult status through video, laserdisc, and a five-disc DVD collector's set. Blade Runner has become a network of variant texts and fan speculations-a franchise created around just one film. Some have dubbed the movie "classroom cult" for its participation in academic debates, while others have termed it "meta-cult," in line with the work of Umb...
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...
- Series -
- Writers Guide Series
2004
EN
The second book in the Writer's Compass series from professional writing instructor Elizabeth Lyon offers both aspiring and established authors the fundamentals of writing and selling a great novel or short story. In addition to the basics of characterization, plot, pacing, and theme, A Writer's Guide to Fiction also features a plan for revising fiction, a guide to marketing, samples of cover and query letters, and methods of honing the writing craft.
- Series -
- Electronic Mediations
2015
EN
Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like ...
The Meaning and Culture of Grand Theft Auto
Critical Essays
2014
EN
The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA).Part One of the book discusses the fears, lawsuits, l...











