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Showing results for "braxton soderman"

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Intellivision

How a Videogame System Battled Atari and Almost Bankrupted Barbie®

2024

EN

Accessible

The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry.Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s ...

PricePHP2,502.69

Against Flow

Video Games and the Flowing Subject

2021

EN

A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games.Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's...

PricePHP1,668.29

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...

PricePHP1,981.09

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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...

PricePHP1,334.99

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...

PricePHP1,751.79

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...

PricePHP1,571.19

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...

PricePHP953.89

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...

PricePHP4,460.89

Japanoise

Music at the Edge of Circulation

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: ...

PricePHP1,207.79

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...

PricePHP1,249.49

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...

PricePHP691.99

2008

EN

Television entertainment rules supreme, one of the world’s most important disseminators of information, ideas, and amusement. More than a parade of little figures in a box, it is deeply embedded in everyday life, in how we think, what we think and care about, and who we think and care about it with.But is television entertainment art? Why do so many love it and so many hate or fear it? Does it offer a window to the world, or images of a fake world? How is it political and how does ...

PricePHP3,360.01