Fans, Bloggers, and Gamers

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Author :
Publisher : NYU Press
ISBN 13 : 9780814742853
Total Pages : 298 pages
Book Rating : 4.7/5 (428 download)

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Book Synopsis Fans, Bloggers, and Gamers by : Henry Jenkins

Download or read book Fans, Bloggers, and Gamers written by Henry Jenkins and published by NYU Press. This book was released on 2006 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: Henry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active and socially connected consumers of popular culture. This volume maps the core theoretical and methodological issues in Fan Studies, and also charts the growth of participatory culture on the web.

Textual Poachers

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Publisher : Routledge
ISBN 13 : 1135964696
Total Pages : 354 pages
Book Rating : 4.1/5 (359 download)

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Book Synopsis Textual Poachers by : Henry Jenkins

Download or read book Textual Poachers written by Henry Jenkins and published by Routledge. This book was released on 2003-09-02 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: An ethnographic study of communities of media fans, their interpretative strategies, its social institutions and cultural practices. Jenkins focuses on fans of popular TV programmes, including Star Trek and The Professionals.

Textual Poachers

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Publisher : Routledge
ISBN 13 : 0415533287
Total Pages : 426 pages
Book Rating : 4.4/5 (155 download)

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Book Synopsis Textual Poachers by : Henry Jenkins

Download or read book Textual Poachers written by Henry Jenkins and published by Routledge. This book was released on 2013 with total page 426 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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. This reissue of what's become a classic work includes an interview between Jenkins and Suzanne Scott and a supplemental study guide by Louisa Stein, encouraging students to consider fan cultures in relation to consumer capitalism, genre, gender, sexuality, interpretation and more.

Spreadable Media

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Publisher : NYU Press
ISBN 13 : 1479856053
Total Pages : 398 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Spreadable Media by : Henry Jenkins

Download or read book Spreadable Media written by Henry Jenkins and published by NYU Press. This book was released on 2018-04-03 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Spreadable Media" maps fundamental changes taking place in the contemporary media environment, a space where corporations no longer tightly control media distribution. This book challenges some of the prevailing frameworks used to describe contemporary media.

Gaming Sexism

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Publisher : NYU Press
ISBN 13 : 1479802204
Total Pages : 274 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Gaming Sexism by : Amanda C. Cote

Download or read book Gaming Sexism written by Amanda C. Cote and published by NYU Press. This book was released on 2020-09-01 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Convergence Culture

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Publisher : NYU Press
ISBN 13 : 0814742955
Total Pages : 361 pages
Book Rating : 4.8/5 (147 download)

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Book Synopsis Convergence Culture by : Henry Jenkins

Download or read book Convergence Culture written by Henry Jenkins and published by NYU Press. This book was released on 2008-09 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: “What the future fortunes of [Gramsci’s] writings will be, we cannot know. However, his permanence is already sufficiently sure, and justifies the historical study of his international reception. The present collection of studies is an indispensable foundation for this.” —Eric Hobsbawm, from the preface Antonio Gramsci is a giant of Marxian thought and one of the world's greatest cultural critics. Antonio A. Santucci is perhaps the world's preeminent Gramsci scholar. Monthly Review Press is proud to publish, for the first time in English, Santucci’s masterful intellectual biography of the great Sardinian scholar and revolutionary. Gramscian terms such as “civil society” and “hegemony” are much used in everyday political discourse. Santucci warns us, however, that these words have been appropriated by both radicals and conservatives for contemporary and often self-serving ends that often have nothing to do with Gramsci’s purposes in developing them. Rather what we must do, and what Santucci illustrates time and again in his dissection of Gramsci’s writings, is absorb Gramsci’s methods. These can be summed up as the suspicion of “grand explanatory schemes,” the unity of theory and practice, and a focus on the details of everyday life. With respect to the last of these, Joseph Buttigieg says in his Nota: “Gramsci did not set out to explain historical reality armed with some full-fledged concept, such as hegemony; rather, he examined the minutiae of concrete social, economic, cultural, and political relations as they are lived in by individuals in their specific historical circumstances and, gradually, he acquired an increasingly complex understanding of how hegemony operates in many diverse ways and under many aspects within the capillaries of society.” The rigor of Santucci’s examination of Gramsci’s life and work matches that of the seminal thought of the master himself. Readers will be enlightened and inspired by every page.

Tools of Their Tools

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443811416
Total Pages : 330 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis Tools of Their Tools by : Grzesiek Kosc

Download or read book Tools of Their Tools written by Grzesiek Kosc and published by Cambridge Scholars Publishing. This book was released on 2009-05-27 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book explores the role of communication technologies in American cultural practice over the last 150 years. Communication technologies are here understood to include audio and visual reproduction technologies, analogue telecommunications such as traditional telephony, radio and television broadcasts, digital telecommunications, computer-mediated communications, telegraphy, and computer networks. The study of the impact of such technologies is a way to explore the various flows and tensions of American culture. How has American society molded communication technologies? How have they, in turn, shaped American history? Are Americans still, in the words of Thoreau, "tools of their tools"? More so or less than during the philosopher's Walden days? How do America's cultural, ethical, and economic assumptions determine and limit the ways in which telecommunications function in American society? Fascinating questions abound.

The Smallville Chronicles

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Publisher : Scarecrow Press
ISBN 13 : 0810881306
Total Pages : 219 pages
Book Rating : 4.8/5 (18 download)

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Book Synopsis The Smallville Chronicles by : Lincoln Geraghty

Download or read book The Smallville Chronicles written by Lincoln Geraghty and published by Scarecrow Press. This book was released on 2011-11-16 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 2001, yet another adaptation of the Superman comic book came to television. Lasting 10 seasons, Smallville took the traditional Superman story and turned it into an American teen action drama about Clark Kent's life at high school—before he donned the famous blue tights and red cape. Instead of depicting Superman's clashes with criminals in Metropolis, the show focused on how Clark first developed his powers and learned to cope with girls, school, and teenage angst. Although largely overlooked bycritics and derided by Superman fans who regarded it as too far a departure from the comic book canon, Smallville nonetheless endeared a whole new generation of viewers. The setting, style, narrative, and cast of fresh-faced actors suggested that the Superman story was not only ready for a makeover but also still relevant for a post-9/11 American audience. In The Smallville Chronicles: Critical Essays on the Television Series, scholars examine the multiple narratives of the Smallville universe. Addressing issues related to gender, sexuality, national identity, myth, history, and politics, these essays explore how the series uses the Superman story to comment on contemporary social issues. Additional essays investigate the complexrelationship the show's audience has with the characters through blogging, fan fiction, visits to filming locations, and the creation of websites. As the first book-length study specifically focused on the Smallville television series, this collection is an excellent text for studies in science fiction, fandom, and teen television scholarship, and it will also have general appeal to fans of the show.

The Performance of Video Games

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Author :
Publisher : McFarland
ISBN 13 : 1476647909
Total Pages : 231 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis The Performance of Video Games by : Kelly I. Aliano

Download or read book The Performance of Video Games written by Kelly I. Aliano and published by McFarland. This book was released on 2022-10-27 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

Productive Fandom

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Publisher :
ISBN 13 : 9789089649386
Total Pages : 0 pages
Book Rating : 4.6/5 (493 download)

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Book Synopsis Productive Fandom by : Nicolle Lamerichs

Download or read book Productive Fandom written by Nicolle Lamerichs and published by . This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a media ethnography of the digital culture, conventions, and urban spaces associated with fandoms, arguing that fandom is an area of productive, creative, and subversive value.

How to Do Things with Videogames

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Publisher : U of Minnesota Press
ISBN 13 : 145293312X
Total Pages : 194 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis How to Do Things with Videogames by : Ian Bogost

Download or read book How to Do Things with Videogames written by Ian Bogost and published by U of Minnesota Press. This book was released on 2011-08-05 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Video Gamers

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Publisher : Routledge
ISBN 13 : 1135178860
Total Pages : 211 pages
Book Rating : 4.1/5 (351 download)

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Book Synopsis Video Gamers by : Garry Crawford

Download or read book Video Gamers written by Garry Crawford and published by Routledge. This book was released on 2011-08-04 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are engaged with and experienced in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding gaming practices.

Reinventing Cinema

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Publisher : Rutgers University Press
ISBN 13 : 0813548543
Total Pages : 229 pages
Book Rating : 4.8/5 (135 download)

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Book Synopsis Reinventing Cinema by : Chuck Tryon

Download or read book Reinventing Cinema written by Chuck Tryon and published by Rutgers University Press. This book was released on 2009-06-29 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: For over a century, movies have played an important role in our lives, entertaining us, often provoking conversation and debate. Now, with the rise of digital cinema, audiences often encounter movies outside the theater and even outside the home. Traditional distribution models are challenged by new media entrepreneurs and independent film makers, usergenerated video, film blogs, mashups, downloads, and other expanding networks. Reinventing Cinema examines film culture at the turn of this century, at the precise moment when digital media are altering our historical relationship with the movies. Spanning multiple disciplines, Chuck Tryon addresses the interaction between production, distribution, and reception of films, television, and other new and emerging media.Through close readings of trade publications, DVD extras, public lectures by new media leaders, movie blogs, and YouTube videos, Tryon navigates the shift to digital cinema and examines how it is altering film and popular culture.

The Republic of Games

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Publisher : McGill-Queen's Press - MQUP
ISBN 13 : 0773554211
Total Pages : 168 pages
Book Rating : 4.7/5 (735 download)

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Book Synopsis The Republic of Games by : Elyse Graham

Download or read book The Republic of Games written by Elyse Graham and published by McGill-Queen's Press - MQUP. This book was released on 2018-05-15 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many of today’s digital platforms are designed according to the same model: they encourage users to create content for fun (a mode of production that some have termed playbour) and to earn points. On Facebook, for example, points are based on a user’s number of friends and how many likes and shares a comment receives. New cultural and literary formations have arisen out of these feedback and reward systems, with surprising effects on amateur literary production. Drawing on social-text analysis, platform studies, and game studies, Elyse Graham shows that embedding game structures in the operations of digital platforms – a practice known in corporate circles as “gamification” – can have large cumulative effects on textual ecosystems. Making the production of content feel like play helps to drive up the volume of text being written, and as a result, gamification has gained widespread popularity online, especially among social media platforms, fan forums, and other sites of user-generated content. The Republic of Games argues that a consequence of this profound increase in the volume of text being produced is a reliance on self-contained, user-based systems of information management to deal with the mass of new content. Opening up new avenues of analysis in contemporary media studies and the humanities, The Republic of Games sifts through the gamified patterns of writing, interacting, and meaning-making that define the digital revolution.

Raising the Stakes

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Publisher : MIT Press
ISBN 13 : 0262527588
Total Pages : 333 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Raising the Stakes by : T. L. Taylor

Download or read book Raising the Stakes written by T. L. Taylor and published by MIT Press. This book was released on 2015-01-30 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Fans and Videogames

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1317191919
Total Pages : 242 pages
Book Rating : 4.3/5 (171 download)

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Book Synopsis Fans and Videogames by : Melanie Swalwell

Download or read book Fans and Videogames written by Melanie Swalwell and published by Taylor & Francis. This book was released on 2017-03-03 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: This anthology addresses videogames long history of fandom, and fans’ important role in game history and preservation. In order to better understand and theorize video games and game playing, it is necessary to study the activities of gamers themselves. Gamers are active creators in generating meaning; they are creators of media texts they share with other fans (mods, walkthroughs, machinima, etc); and they have played a central role in curating and preserving games through activities such as their collective work on: emulation, creating online archives and the forensic archaeology of code. This volume brings together essays that explore game fandom from diverse perspectives that examine the complex processes at work in the phenomenon of game fandom and its practices. Contributors aim to historicize game fandom, recognize fan contributions to game history, and critically assess the role of fans in ensuring that game culture endures through the development of archives.

Online Games, Social Narratives

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Author :
Publisher : Routledge
ISBN 13 : 1317652223
Total Pages : 211 pages
Book Rating : 4.3/5 (176 download)

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Book Synopsis Online Games, Social Narratives by : Esther MacCallum-Stewart

Download or read book Online Games, Social Narratives written by Esther MacCallum-Stewart and published by Routledge. This book was released on 2014-06-13 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.