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Entertainment In The Cyber Zone
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Book Synopsis Entertainment in the Cyber Zone by : Chris McGowan
Download or read book Entertainment in the Cyber Zone written by Chris McGowan and published by Random House Puzzles & Games. This book was released on 1995 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: Entertainment in the Cyber Zone is the first comprehensive, consumer-oriented guide to multimedia software. Written with a light touch--and packed with fascinating peeks behind-the-scenes--this book explains multimedia, CD-ROM, and virtual reality in a lively and entertaining way.
Book Synopsis The State of Play by : Jack M. Balkin
Download or read book The State of Play written by Jack M. Balkin and published by NYU Press. This book was released on 2006-11-01 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them. As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen? These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws. Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.
Download or read book Microtimes written by and published by . This book was released on 1996-05 with total page 706 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Billboard written by and published by . This book was released on 1995-12-16 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
Book Synopsis Crisis of Transcendence by : J. Sage Elwell
Download or read book Crisis of Transcendence written by J. Sage Elwell and published by Lexington Books. This book was released on 2010-12-23 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the Internet to the iPhone, digital technology is no mere cultural artifact. It affects how we experience and understand our world and ourselves at the deepest levels-it is a fundamental condition of living. The digitization of modern life constitutes an essential field of religious concern because it impacts our individual and cultural sensibilities so profoundly. Despite this, it has yet to be thematized as the subject of religious or theological reflection. The Crisis of Transcendence remedies this by asking a single significant question: How is digital technology impacting the moral and spiritual depth of culture? How can something as ineffable and nebulous as the depth of culture be known and articulated, let alone critiqued? Author J. Sage Elwell suggests that an answer lies in the arts. The arts have historically acted as a barometer of the depth of culture, reflecting the spiritual impulses and inclinations at the heart of society. He argues that if the arts matter at all, they will illuminate more than themselves. Through an experimental interpretation of digital art, Elwell offers a critical reflection on how digital technology is changing us and the world we live in at a level of religious significance. Employing a theological aesthetic of digital art, this book shows how the advent of digital technology as a revolutionary cultural medium is transforming the ways we think about God, the soul, and morality.
Book Synopsis Popular Culture and Law by : RichardK. Sherwin
Download or read book Popular Culture and Law written by RichardK. Sherwin and published by Routledge. This book was released on 2017-07-05 with total page 603 pages. Available in PDF, EPUB and Kindle. Book excerpt: What are the consequences when law's stories and images migrate from the courtroom to the court of public opinion and from movie, television and computer screens back to electronic monitors inside the courtroom itself? What happens when lawyers and public relations experts market notorious legal cases and controversial policy issues as if they were just another commodity? What is the appropriate relationship between law and digital culture in virtual worlds on the Internet? In addressing these cutting edge issues, the essays in this volume shed new light on the current status and future fate of law, truth and justice in our time.
Book Synopsis The Contours of Multimedia by : Lucien Hanssen
Download or read book The Contours of Multimedia written by Lucien Hanssen and published by Indiana University Press. This book was released on 1996 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: This critical examination of multimedia-interactive television, video-on-demand, high-definition television, and virtual reality-is presented from a social science perspective.
Download or read book Billboard written by and published by . This book was released on 1995-04-22 with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt: In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
Download or read book Billboard written by and published by . This book was released on 1995-02-25 with total page 154 pages. Available in PDF, EPUB and Kindle. Book excerpt: In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
Book Synopsis The Language of New Media by : Lev Manovich
Download or read book The Language of New Media written by Lev Manovich and published by MIT Press. This book was released on 2002-02-22 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: A stimulating, eclectic accountof new media that finds its origins in old media, particularly the cinema. In this book Lev Manovich offers the first systematic and rigorous theory of new media. He places new media within the histories of visual and media cultures of the last few centuries. He discusses new media's reliance on conventions of old media, such as the rectangular frame and mobile camera, and shows how new media works create the illusion of reality, address the viewer, and represent space. He also analyzes categories and forms unique to new media, such as interface and database. Manovich uses concepts from film theory, art history, literary theory, and computer science and also develops new theoretical constructs, such as cultural interface, spatial montage, and cinegratography. The theory and history of cinema play a particularly important role in the book. Among other topics, Manovich discusses parallels between the histories of cinema and of new media, digital cinema, screen and montage in cinema and in new media, and historical ties between avant-garde film and new media.
Book Synopsis Anime's Knowledge Cultures by : Jinying Li
Download or read book Anime's Knowledge Cultures written by Jinying Li and published by U of Minnesota Press. This book was released on 2024-03-12 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: Unlocking the technosocial implications of global geek cultures Why has anime, a “low-tech” medium from last century, suddenly become the cultural “new cool” in the information age? Through the lens of anime and its transnational fandom, Jinying Li explores the meanings and logics of “geekdom” as one of the most significant sociocultural groups of our time. In Anime’s Knowledge Cultures, Li shifts the center of global geography in knowledge culture from the computer boys in Silicon Valley to the anime fandom in East Asia. Drawing from film studies, animation studies, media theories, fan studies, and area studies, she provides broad cultural and theoretical explanations of anime’s appeal to a new body of tech-savvy knowledge workers and consumers commonly known as geeks, otaku, or zhai. Examining the forms, techniques, and aesthetics of anime, as well as the organization, practices, and sensibilities of its fandom, Anime’s Knowledge Cultures is at once a theorization of anime as a media environment as well as a historical and cultural study of transnational geekdom as a knowledge culture. Li analyzes anime culture beyond the national and subcultural frameworks of Japan or Japanese otaku, instead theorizing anime’s transnational, transmedial network as the epitome of the postindustrial knowledge culture of global geekdom. By interrogating the connection between the anime boom and global geekdom, Li reshapes how we understand the meanings and significance of anime culture in relation to changing social and technological environments.
Book Synopsis The Virtual Life of Film by : D. N. RODOWICK
Download or read book The Virtual Life of Film written by D. N. RODOWICK and published by Harvard University Press. This book was released on 2009-06-30 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: As almost every aspect of making and viewing movies is replaced by digital technologies, even the notion of "watching a film" is fast becoming an anachronism. With the likely disappearance of celluloid film stock as a medium, and the emergence of new media, what will happen to cinema--and to cinema studies? In the first of two books exploring this question, Rodowick considers the fate of film and its role in the aesthetics and culture of the twenty-first century.
Download or read book Billboard written by and published by . This book was released on 1995-03-18 with total page 88 pages. Available in PDF, EPUB and Kindle. Book excerpt: In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
Book Synopsis The Video Game Explosion by : Mark J. P. Wolf
Download or read book The Video Game Explosion written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2007-11-30 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.
Book Synopsis The New Media and Cybercultures Anthology by : Pramod K. Nayar
Download or read book The New Media and Cybercultures Anthology written by Pramod K. Nayar and published by John Wiley & Sons. This book was released on 2010-04-26 with total page 569 pages. Available in PDF, EPUB and Kindle. Book excerpt: Moving beyond traditional cyberculture studies paradigms in several key ways, this comprehensive collection marks the increasing convergence of cyberculture with other forms of media, and with all aspects of our lives in a digitized world. Includes essential readings for both the student and scholar of a diverse range of fields, including new and digital media, internet studies, digital arts and culture studies, network culture studies, and the information society Incorporates essays by both new and established scholars of digital cultures, including Andy Miah, Eugene Thacker, Lisa Nakamura, Chris Hables Gray, Sonia Livingstone and Espen Aarseth Created explicitly for the undergraduate student, with comprehensive introductions to each section that outline the main ideas of each essay Explores the many facets of cyberculture, and includes sections on race, politics, gender, theory, gaming, and space The perfect companion to Nayar's Introduction to New Media and Cyberculture
Book Synopsis Museums in a Digital Age by : Ross Parry
Download or read book Museums in a Digital Age written by Ross Parry and published by Routledge. This book was released on 2013-01-11 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: The influence of digital media on the cultural heritage sector has been pervasive and profound. Today museums are reliant on new technology to manage their collections. They collect digital as well as material things. New media is embedded within their exhibition spaces. And their activity online is as important as their physical presence on site. However, ‘digital heritage’ (as an area of practice and as a subject of study) does not exist in one single place. Its evidence base is complex, diverse and distributed, and its content is available through multiple channels, on varied media, in myriad locations, and different genres of writing. It is this diaspora of material and practice that this Reader is intended to address. With over forty chapters (by some fifty authors and co-authors), from around the world, spanning over twenty years of museum practice and research, this volume acts as an aggregator drawing selectively from a notoriously distributed network of content. Divided into seven parts (on information, space, access, interpretation, objects, production and futures), the book presents a series of cross-sections through the body of digital heritage literature, each revealing how a different aspect of curatorship and museum provision has been informed, shaped or challenged by computing. Museums in a Digital Age is a provocative and inspiring guide for any student or practitioner of digital heritage.
Book Synopsis The New Learning Revolution 3rd Edition by : Gordon Dryden
Download or read book The New Learning Revolution 3rd Edition written by Gordon Dryden and published by A&C Black. This book was released on 2005-10-01 with total page 560 pages. Available in PDF, EPUB and Kindle. Book excerpt: A new and updated edition of the hugely successful Learning Revolution. >