Skip to main content

Panier

Vous profitez des avantages réservés aux VIP !

Article(s) non disponible(s) à la vente
Veuillez vérifier votre panier. Vous pouvez supprimer le ou les articles qui ne sont pas disponibles maintenant ou nous les supprimerons automatiquement au moment du règlement de la commande.
articlesarticle
articlesarticle

Recommandé pour vous

Loading...
  • The History and Allure of Interactive Visual Novels

    Collections series Approaches to Digital Game Studies
    Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to ... En savoir plus

    $42.99 CAD

  • Intersectional Media

    Representations of Marginalized Identities

    Collections series Media, Culture, and the Arts
    Intersectional Media: Representations of Marginalized Identities analyzes media depictions of a variety of intersecting identities. Through a study examining how components of identity such as race, class, ethnicity, age, ability, class, and sexuality mesh and form a unique worldview, contributors to this collection frame their understanding of media intersectionality as complex and multi-layered ... En savoir plus

    $43.19 CAD

Les lecteurs de ces romans ont aussi aimé

  • Rise of the Videogame Zinesters

    How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives,and People Like You Are Taking Back an Art Form

    par Anna Anthropy ...
    "Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture."—Patrick Alexander, Eegra.com"Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games."—Adam Parrish, NYU's Interactive Telecommunication Program ... En savoir plus

    $11.99 CAD

  • Memes in Digital Culture

    par Limor Shifman ...
    Collections series The MIT Press Essential Knowledge series
    Taking “Gangnam Style” seriously: what Internet memes can tell us about digital culture.In December 2012, the exuberant video “Gangnam Style” became the first YouTube clip to be viewed more than one billion times. Thousands of its viewers responded by creating and posting their own variations of the video—“Mitt Romney Style,” “NASA Johnson Style,” “Egyptian Style,” and many others. “Gangnam Style” ... En savoir plus

    $19.99 CAD

  • The Soul of Anime

    Collaborative Creativity and Japan's Media Success Story

    par Ian Condry ...
    Collections series Experimental futures
    In The Soul of Anime, Ian Condry explores the emergence of anime, Japanese animated film and television, as a global cultural phenomenon. Drawing on ethnographic research, including interviews with artists at some of Tokyo's leading animation studios—such as Madhouse, Gonzo, Aniplex, and Studio Ghibli—Condry discusses how anime's fictional characters and worlds become platforms for collaborative ... En savoir plus

    $29.99 CAD

  • Otaku

    Japan's Database Animals

    par Hiroki Azuma ...
    Traduit par Jonathan E. Abel, Shion Kono ...
    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 ... En savoir plus

    $19.99 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

  • How Games Move Us

    Emotion by Design

    Collections series Playful Thinking
    An engaging examination of how video game design creates strong and positive emotional experiences for players—with examples from Journey, Train, Little Big Planet, and more.This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader ... En savoir plus

    $23.19 CAD

  • Shigeru Miyamoto

    Super Mario Bros., Donkey Kong, The Legend of Zelda

    Collections series Influential Video Game Designers
    Video games are considered by many to be just entertainment-essentially void of skillful, artistic intervention. But as any gamer knows, there's incredible technical and graphic talent behind even a flickering Gameboy screen.You may have never heard Shigeru Miyamoto's name, but you've probably spent many a lazy afternoon absorbed in his work. Joining Nintendo as a video game designer in the late ... En savoir plus

    $34.99 CAD

  • Anime

    A Critical Introduction

    par Rayna Denison ...
    Collections series Film Genres
    Anime: A Critical Introduction maps the genres that have thrived within Japanese animation culture, and shows how a wide range of commentators have made sense of anime through discussions of its generic landscape. From the battling robots that define the mecha genre through to Studio Ghibli's dominant genre-brand of plucky shojo (young girl) characters, this book charts the rise of anime as a ... En savoir plus

    $42.99 CAD

  • From Beggars to Choosers: The WomenGamers.Com Experience

    In the past decade, the videogaming industry has grown immensely. The atmosphere for the next generation is notably very different today than it was back then. No longer do people question whether women play, but what they are playing. Gamer shame is dwindling, and the world is changing. This book,a compilation of articles from the WomenGamers.Com site, revels in the evolution of an industry. ... En savoir plus

    $2.99 CAD ou Gratuit avec Kobo Plus

  • Bit by Bit

    How Video Games Transformed Our World

    par Andrew Ervin ...
    An acclaimed critic argues that video games are the most vital art form of our timeVideo games have seemingly taken over our lives. Whereas gamers once constituted a small and largely male subculture, today 67 percent of American households play video games. The average gamer is now thirty-four years old and spends eight hours each week playing -- and there is a 40 percent chance this person is a ... En savoir plus

    $25.99 CAD