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  • Placing Outer Space

    An Earthly Ethnography of Other Worlds

    par Lisa Messeri ...
    Collections series Experimental Futures
    In Placing Outer Space Lisa Messeri traces how the place-making practices of planetary scientists transform the void of space into a cosmos filled with worlds that can be known and explored. Making planets into places is central to the daily practices and professional identities of the astronomers, geologists, and computer scientists Messeri studies. She takes readers to the Mars Desert Research ... En savoir plus

    $29.99 CAD

  • In the Land of the Unreal

    Virtual and Other Realities in Los Angeles

    par Lisa Messeri ...
    In the mid-2010s, a passionate community of Los Angeles-based storytellers, media artists, and tech innovators formed around virtual reality (VR), believing that it could remedy society’s ills. Lisa Messeri offers an ethnographic exploration of this community, which conceptualized VR as an “empathy machine” that could provide glimpses into diverse social realities. She outlines how, in the ... En savoir plus

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  • Postphenomenology and Imaging

    How to Read Technology

    Collections series Postphenomenology and the Philosophy of Technology
    How should we understand the experience of encountering and interpreting images? What are their roles in science and medicine? How do they shape everyday life? Postphenomenology and Imaging: How to Read Technology brings together scholars from multiple disciplines to investigate these questions. The contributors make use of the “postphenomenological” philosophical perspective, applying its ... En savoir plus

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  • Persuasive Games

    The Expressive Power of Videogames

    par Ian Bogost ...
    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 ... En savoir plus

    $43.99 CAD

  • Fan Fiction and Fan Communities in the Age of the Internet: New Essays

    New Essays

    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 ... En savoir plus

    $21.99 CAD

  • Pikachu s Global Adventure

    The Rise and Fall of Pokémon

    Initially developed in Japan by Nintendo as a computer game, Pokémon swept the globe in the late 1990s. Based on a narrative in which a group of children capture, train, and do battle with over a hundred imaginary creatures, Pokémon quickly diversified into an array of popular products including comic books, a TV show, movies, trading cards, stickers, toys, and clothing. Pokémon eventually became ... En savoir plus

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  • Fans, Bloggers, and Gamers

    Exploring Participatory Culture

    par Henry Jenkins ...
    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 ... En savoir plus

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  • The Videogame Industry Does Not Exist

    Why We Should Think Beyond Commercial Game Production

    par Brendan Keogh ...
    Understanding the precarious reality of videogame production beyond the corporate blockbuster studios of North America—with insights from 400+ game developers.The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small ... En savoir plus

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  • Communities of Play

    Emergent Cultures in Multiplayer Games and Virtual Worlds

    par Celia Pearce ...
    The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play ... En savoir plus

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  • Cyborg

    Collections series The MIT Press Essential Knowledge series
    A concise introduction to cyborg theory that examines the way in which technology is situated, political, and embodied.This introduction to cyborg theory provides a critical vantage point for analyzing the claims around emerging technologies like automation, robots, and AI. Cyborg analyzes and reframes popular and scholarly conversations about cyborgs from the perspective of feminist cyborg theory ... En savoir plus

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  • Making Media Matter

    Critical Literacy, Popular Culture, and Creative Production

    This book is an essential resource for media educators working to promote critical thinking, creativity, and civic engagement through their teaching. Connecting theory and research with creative projects and analyses of pop culture, it models an integrated and practical approach to media education.In order to prepare learners to successfully navigate rapid shifts in digital technology and popular ... En savoir plus

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  • The Meaning and Culture of Grand Theft Auto

    Critical Essays

    Modifié par Nate Garrelts ...
    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) ... En savoir plus

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