|Es sind noch ein paar mehr, die keinen Barcode haben, oder nicht gescannt werden konnten. Aber das sind so ca. 80%|
|1||Kafai, Yasmin B.|Heeter, Carrie|Denner, Jill|Sun, Jennifer Y.||Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming||9780262113199||MIT Press (MA)||2008-09-01||0||1||Default,||0||Barbie to Mortal Combat|MIT Press||371||60.0||0||Hardcover||0|
Ten years after the groundbreaking <i>From Barbie to Mortal Kombat </i>highlighted the ways gender stereotyping and related social and economic issues permeate digital game play, the number of women and girl gamers has risen considerably. Despite this, gender disparities remain in gaming. Women may be warriors in World of Warcraft, but they are also scantily clad "booth babes" whose sex appeal is used to promote games at trade shows. Player-generated content has revolutionized gaming, but few games marketed to girls allow "modding" (game modifications made by players). Gender equity, the contributors to <i>Beyond Barbie and Mortal Kombat </i>argue, requires more than increasing the overall numbers of female players. <i>Beyond Barbie and Mortal Kombat</i> brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games. The contributors discuss the rise of massively multiplayer online games (MMOs) and the experience of girl and women players in gaming communities; the still male-dominated gaming industry and the need for different perspectives in game design; and gender concerns related to emerging serious games (games meant not only to entertain but also to educate, persuade, or change behavior). In today's game-packed digital landscape, there is an even greater need for games that offer motivating, challenging, and enriching contexts for play to a more diverse population of players.<br /><br /><b>Contributors</b>Cornelia Brunner, Shannon Campe, Justine Cassell, Mia Consalvo, Jill Denner, Mary Flanagan, Janine Fron, Tracy Fullerton, Elisabeth Hayes, Carrie Heeter, Kristin Hughes, Mimi Ito, Henry Jenkins III, Yasmin B. Kafai, Caitlin Kelleher, Brenda Laurel, Nicole Lazzaro, Holin Lin, Jacki Morie, Helen Nissenbaum, Celia Pearce, Caroline Pelletier, Jennifer Y. Sun, T. L. Taylor, Brian Winn, Nick YeeInterviews with Nichol Bradford, Brenda Braithwaite, Megan Gaiser, Sheri Graner Ray, Morgan Romine
|Social Science / Gender Studies||English|
|2||Larsson, Stieg|Keeland, Reg||Girl with the Dragon Tattoo, The||9781847243492||MacLehose Press||2008||0||1||Default,||0||Millennium (1)||532||0||Paperback||0|
A murder mystery, family saga, love story, and a tale of financial intrigue wrapped into one satisfyingly complex and entertainingly atmospheric novel.Harriet Vanger, scion of one of Sweden's wealthiest families, disappeared over forty years ago. All these years later, her aged uncle continues to seek the truth. He hires Mikael Blomkvist, a crusading journalist recently trapped by a libel conviction, to investigate. He is aided by the pieced and tattooed punk prodigy Lisbeth Salander. Together they tap into a vein of unfathomable iniquity and astonishing corruption.
|3||Lischka, Konrad||Spielplatz Computer||9783882291933||Heise Heinz||2002-01-31||0||1||Default,||0||196||0||Paperback||0||German|
|4||Fallow, Lindsey|Griffiths, Dawn|Fallow), Stray (Lindsey||Head First 2D Geometry||9780596808334||O'Reilly Media||2009-12-04||0||1||Default,||0||Head First Series||368||24.99||0||Paperback||0|
Having trouble with geometry? Do Pi, The Pythagorean Theorem, and angle calculations just make your head spin? Relax. With Head First 2D Geometry, you'll master everything from triangles, quads and polygons to the time-saving secrets of similar and congruent angles -- and it'll be quick, painless, and fun.<br /><br /> Through entertaining stories and practical examples from the world around you, this book takes you beyond boring problems. You'll actually <i>use</i> what you learn to make real-life decisions, like using angles and parallel lines to crack a mysterious CSI case. Put geometry to work for you, and nail your class exams along the way.<br /><br /> We think your time is too valuable to waste struggling with new concepts. Using the latest research in cognitive science and learning theory to craft a multi-sensory learning experience, <i>Head First 2D Geometry</i> uses a visually-rich format designed for the way your brain works, not a text-heavy approach that puts you to sleep.
|Mathematics / Geometry / Algebraic||English|
|5||Halter, Ed||From Sun Tzu to Xbox: War and Video Games||9781560256816||PublicAffairs||2006-05-31||0||1||Default,||0||400||16.95||0||Paperback||0|
Part of an industry that now earns more yearly than the Hollywood box office, video games have entered the forefront of the militarization of popular culture. How did this once-innocent pastime become a key player in America’s entry into global warfare? And is this blurring of reality changing the way we think about war? Stretching from 3000 BC to today, this book investigates how military cultures and the evolution of games have been closely linked, from video gaming’s ancestors like chess and go, to the popularization of the 19th century Kriegspiel, to the development of computers for use during World War II and the invention of video games by Defense Department-funded scientists. Readers will discover how war fantasies played out from the early arcade years to the rise of online gaming, how the military began working with companies like Nintendo, Atari and Microsoft to produce training devices, and how today’s generals hope to sell recruitment to a new generation of joystick warriors.
|History / Military / Wars & Conflicts (Other)||English|
|6||Jenkins, Henry||Fans, Bloggers, and Gamers: Media Consumers in a Digital Age||9780814742853||New York University Press||2006-09-01||0||1||Default,||0||279||26.0||0||Paperback||0|
Henry Jenkins at Authors@Google (video)<br /><br />Henry 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, media producers and advertisers, not to mention researchers and fans, take for granted the idea that the success of a media franchise depends on fan investments and participation.<br /><br />Bringing together the highlights of a decade and a half of groundbreaking research into the cultural life of media consumers, Fans, Bloggers, and Gamers takes readers from Jenkins's progressive early work defending fan culture against those who would marginalize or stigmatize it, through to his more recent work, combating moral panic and defending Goths and gamers in the wake of the Columbine shootings. Starting with an interview on the current state of fan studies, this volume maps the core theoretical and methodological issues in Fan Studies. It goes on to chart the growth of participatory culture on the web, take up blogging as perhaps the most powerful illustration of how consumer participation impacts mainstream media, and debate the public policy implications surrounding participation and intellectual property.
|Social Science / Media Studies||English|
|7||Grand, Joe|Baer, Ralph H.|Yarusso, Albert|Brown, Marcus R.|Thornton, Frank||Game Console Hacking: Having Fun While Voiding Your Warranty||9781931836319||Syngress Publishing||2004-10-01||0||1||Default,||0||558||44.95||0||Paperback||0|
The worldwide video game console market surpassed $10 billion in 2003. Current sales of new consoles is consolidated around 3 major companies and their proprietary platforms: Nintendo, Sony and Microsoft. In addition, there is an enormous installed -retro gaming- base of Ataria and Sega console enthusiasts. This book, written by a team led by Joe Grand, author of -Hardware Hacking: Have Fun While Voiding Your Warranty-, provides hard-core gamers with they keys to the kingdom: specific instructions on how to crack into their console and make it do things it was never designed to do.<br /><br />By definition, video console game players like to have fun. Most of them are addicted to the adrenaline rush associated with -winning-, and even more so when the -winning- involves beating the system by discovering the multitude of -cheats- built into most video games. Now, they can have the ultimate adrenaline rush---actually messing around with the soul of the machine and configuring it to behave exactly as the command. This book builds on the motto of -Have Fun While Voiding Your Warranty- and will appeal to the community of hardware geeks who associate unscrewing the back of their video console with para-jumping into the perfect storm.<br /><br /><br /><br />Providing a reliable, field-tested guide to hacking all of the most popular video gaming consoles<br />Written by some of the most knowledgeable and recognizable names in the hardware hacking community<br /><br /><i>Game Console Hacking</i> is the first book on the market to show game enthusiasts (self described hardware geeks) how to disassemble, reconfigure, customize and re-purpose their Atari, Sega, Nintendo, Playstation and Xbox systems
|8||Block, Marco|Tapia, Ernesto|Franke, Felix||Java Intensivkurs: In 14 Tagen Lernen Projekte Erfolgreich Zu Realisieren (Xpert.Press)||9783642039546||Springer||2009-12-15||0||1||Default,||0||German Edition||300||49.99||0||Paperback||0|
Das Buch bietet eine kompakte Einfuhrung in die Softwareentwicklung mit Java. Dabei liegt der Fokus eher auf Konzepten und Methoden als auf Sprachelementen. Die Konzepte werden anhand der beispielhaften Realisierung von Projekten vermittelt. Dabei setzt der Autor auf kreative Projektbeispiele, die verschiedene Gebiete der Informatik streifen wie z. B. Kunstliche Intelligenz, Bildverarbeitung oder Spieleentwicklung. Die 2. Auflage wurde komplett aktualisiert. Beispiele, Aufgabenlosungen und zusatzliches Material werden auf einer Webseite angeboten.
|9||Aarseth, Espen J.||Cybertext: Perspectives on Ergodic Literature||9780801855795||Johns Hopkins University Press||1997-08-06||0||1||Default,||0||216||24.0||0||Paperback||0|
Can computer games be great literature? Do the rapidly evolving and culturally expanding genres of digital literature mean that the narrative mode of discourse—novels, films, television series—is losing its dominant position in our culture? Is it necessary to define a new aesthetics of cyborg textuality?<br /><br />In <i>Cybertext</i>, Espen Aarseth explores the aesthetics and textual dynamics of digital literature and its diverse genres, including hypertext fiction, computer games, computer-generated poetry and prose, and collaborative Internet texts such as MUDs. Instead of insisting on the uniqueness and newness of electronic writing and interactive fiction, however, Aarseth situates these literary forms within the tradition of "ergodic" literature—a term borrowed from physics to describe open, dynamic texts such as the <i>I Ching</i> or Apollinaire's calligrams, with which the reader must perform specific actions to generate a literary sequence.<br /><br />Constructing a theoretical model that describes how new electronic forms build on this tradition, Aarseth bridges the widely assumed divide between paper texts and electronic texts. He then uses the perspective of ergodic aesthetics to reexamine literary theories of narrative, semiotics, and rhetoric and to explore the implications of applying these theories to materials for which they were not intended.
|Literary Criticism / Semiotics & Theory||English|
|10||Baecker, Dirk||Kapitalismus als Religion||9783865990549||2009-03-02||0||1||Default,||0||0||Paperback||0|
"Kapitalismus als Religion" heißt das um 1921 geschriebene und posthum publizierte Fragment Walter Benjamins, das diesem Buch vorangestellt ist. Genauso hat Dirk Baecker sein Buch genannt, in dem Aufsätze zu diesem Fragment versammelt sind. Aufsätze unter anderem von Norbert Bolz, Christoph Deutschmann, Werner Hamacher, Uwe Steiner und dem Herausgeber selbst. <br />Die Aufsätze nähern sich auf soziologische, theologische, kulturwissenschaftliche Art und Weise dem Text Benjamins. Beklagt wird jedoch nicht was nun auch so gar nicht neu wäre die Existenz des Kapitalismus; vielmehr geht es um dessen Grenzen und um den Kapitalismus als Form von Gewalt. Dabei unterscheiden sich die Analysen vor allem darin, inwieweit sie in der Interpretation der Thesen Benjamins verharren oder, losgelöst von dem einzelnen Fragment, die moderne Gesellschaft diskutieren und: die Funktionen und Visionen von Religion.
|11||Zagal, Jose P.|P., Josè||Ludoliteracy: Defining, Understanding, and Supporting Games Education||9780557277919||Lulu.com||2010-01-19||0||1||Default,||0||162||11.95||0||Paperback||0|
It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. In response to these challenges, this book then describes how online learning environments can be used to support learning about games by helping students get more from their experiences with games, and helping students use what they know to establish deeper understanding. Based on the findings from a series of research studies, Ludoliteracy examines the broader implications for supporting games education.
|Education / General||English|
|12||Horkheimer, Max|Adorno, Theodor W.||Dialektik der Aufklärung: Philosophische Fragmente||9783596274048||Fischer Taschenbuch Verlag GmbH||2007-01-15||0||1||Default,||0||German Edition||288||0||Paperback||0|
Die von Max Horkheimer und Theodor W. Adorno gemeinsam verfaßte Dialektik der Aufklärung ist der wichtigste Text der Kritischen Theorie und zugleich eines der klassischen Werke der Philosophie des 20. Jahrhunderts. Philosophische Kritik, Auseinandersetzung mit dem Faschismus und die Resultate langjähriger empirischer Untersuchungen in den USA verschmelzen hier zu einer Theorie der modernen Massenkultur. Mit äußerster gedanklicher Schärfe beleuchten die Autoren die Kehrseite technischen und sozialen Fortschritts: »Aulklärung« als Herrschaft der Vernunft, als Unterwerfung der Natur unter die menschlichen Zwecke wird über sich selbst aufgeklärt.
|Philosophy / History & Surveys / Modern||German|
|13||Atkins, Barry||More than a Game: The Computer Game as Fictional Form||9780719063657||Manchester University Press||2003-09-06||0||1||Default,||0||176||25.0||0||Paperback||0|
Taking its cue from practices of reading texts in literary and cultural studies, this book considers the computer game as a new and emerging mode of contemporary storytelling. In a carefully organized study, Barry Atkins discusses questions of narrative and realism in four of the most significant games of the last decade: <i>Tomb Raider, Half-Life, Close Combat </i>and <i>SimCity</i>. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories.<br />
|Literary Criticism / Science Fiction & Fantasy||English|
|14||Bartle, Richard|Bartle, Richard A.||Designing Virtual Worlds||9780131018167||New Riders Publishing||2003-07-25||0||1||Default,||0||741||49.99||0||Paperback||0|
<i>Designing Virtual Worlds</i> is the most comprehensive treatment of virtual world design to-date from one of the true pioneers and most sought-after design consultants. It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.<br /><br /><i>Designing Virtual Worlds</i> brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.
|Games & Activities / General||English|
|15||Liestol, Gunnar|Morrison, Andrew|Rasmussen, Terje||Digital Media Revisited: Theoretical and Conceptual Innovations in Digital Domains||9780262621922||Mit Press||2004-09-17||0||1||Default,||0||MIT Press||572||52.0||0||Paperback||0|
Arguing that "first encounters" have already applied traditional theoretical and conceptual frameworks to digital media, the contributors to this book call for "second encounters," or a revisiting. Digital media are not only objects of analysis but also instruments for the development of innovative perspectives on both media and culture. Drawing on insights from literary theory, semiotics, philosophy, aesthetics, ethics, media studies, sociology, and education, the contributors construct new positions from which to observe digital media in fresh and meaningful ways. Throughout they explore to what extent interpretation of and experimentation with digital media can inform theory. It also asks how our understanding of digital media can contribute to our understanding of social and cultural change.<br /><br />The book is organized in four sections: Education and Interdisciplinarity, Design and Aesthetics, Rhetoric and Interpretation, and Social Theory and Ethics. The topics include the effects on reading of the multimodal and multisensory aspects of the digital environment, the impact of practice on the medium of theory, how digital media are dissolving the boundaries between leisure and work, and the impact of cyberspace on established ethical principles.
|Technology & Engineering / History||English|
|16||Huang, Andrew||Hacking the Xbox: An Introduction to Reverse Engineering||9781593270292||No Starch Press||2003-05-27||0||1||Default,||0||288||24.99||0||Paperback||0|
<DIV><p>This hands-on guide to hacking begins with step-by-step tutorials on hardware modifications that teach basic hacking techniques as well as essential reverse engineering skills. The book progresses into a discussion of the Xbox security mechanisms and other advanced hacking topics, with an emphasis on educating the readers on the important subjects of computer security and reverse engineering. <i>Hacking the Xbox</i> includes numerous practical guides, such as where to get hacking gear, soldering techniques, debugging tips and an Xbox hardware reference guide.</p><p> <i>Hacking the Xbox</i> also confronts the social and political issues facing today's hacker by looking forward and discussing the impact of today's legal challenges on legitimate reverse engineering activities. The book includes a chapter written by the Electronic Frontier Foundation (EFF) about the rights and responsibilities of hackers, and concludes by discussing the latest trends and vulnerabilities in secure PC platforms.</p></div>
|Games / Video & Electronic||English|
|17||Kline, Stephen|Dyer-Witheford, Nick|de Peuter, Greig||Digital Play: The Interaction of Technology, Culture, and Marketing||9780773525917||McGill-Queen's University Press||2003-05-26||0||1||Default,||0||376||27.95||0||Paperback||0|
Digital Play offers a critical analysis of interactive media. Inspired by the work of Raymond Williams, the book traces the development of video gaming from its humble origins in hacker circles to its current status as a $20 billion global cultural industry. Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter systematically debunk cyber-guru optimism about globally networked digital communications by analysing the management practices of the corporations that designed and marketed video games to youthful audiences. They reveal that the ascent of this new communications industry has been anything but smooth and inevitable. From Atari to Microsoft, Space Invaders to The Sims, the authors uncover the successive crises that forced game makers, faced with constant instabilities in the global entertainment sector, to become increasingly innovative.
|Technology & Engineering / Television & Video||English|
|18||Consalvo, Mia||Cheating: Gaining Advantage in Videogames||9780262033657||MIT Press (MA)||2007-05-25||0||1||Default,||0||228||38.0||0||Hardcover||0||The author presents a cultural history of digital gameplay that investigates a wide range of player behaviour, including cheating, and its relationship to the game industry.||Games / Video & Electronic||English|
|19||McAllister, Ken S.|McAllister, Prof Ken S.||Game Work: Language, Power, and Computer Game Culture||9780817314187||University Alabama Press||2005-01-30||0||1||Default,||0||Albma Rhetoric Cult & Soc Crit||248||44.95||0||Hardcover||0|
<b>Video and computer games in their cultural contexts.</b><br />As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to <i>Game Work</i> that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power.<br />In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power.<br />This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, <i>Game Work</i> will also be welcome by computer gamers and designers.<br /><br /><b>Ken S. McAllister</b> is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.
|Social Science / Popular Culture||English|
|20||King, Geoff|Krzywinska, Tanya||Tomb Raiders and Space Invaders: Videogame Forms and Contexts||9781850438144||I. B. Tauris||2006-03-03||0||1||Default,||0||272||32.0||0||Paperback||0|
This book focuses on key formal aspects of video games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.<br />
|Social Science / Popular Culture||English|
|21||Golumbia, David||Cultural Logic of Computation, The||9780674032927||Harvard University Press||2009-04-01||0||1||Default,||0||257||35.5||0||Hardcover||0|
Advocates of computers make sweeping claims for their inherently transformative power: new and different from previous technologies, they are sure to resolve many of our existing social problems, and perhaps even to cause a positive political revolution.<br /><br />In <i>The Cultural Logic of Computation, </i> David Golumbia, who worked as a software designer for more than ten years, confronts this orthodoxy, arguing instead that computers are cultural "all the way down"--that there is no part of the apparent technological transformation that is not shaped by historical and cultural processes, or that escapes existing cultural politics. From the perspective of transnational corporations and governments, computers benefit existing power much more fully than they provide means to distribute or contest it. Despite this, our thinking about computers has developed into a nearly invisible ideology Golumbia dubs "computationalism"--an ideology that informs our thinking not just about computers, but about economic and social trends as sweeping as globalization.<br /><br />Driven by a programmer's knowledge of computers as well as by a deep engagement with contemporary literary and cultural studies and poststructuralist theory, <i>The Cultural Logic of Computation</i> provides a needed corrective to the uncritical enthusiasm for computers common today in many parts of our culture.
|Political Science / Globalization||English|
|22||Rossiter, Ned||Organized Networks: Media Theory, Collective Labour, New Institutions||9789056625269||Nai010 Publishers||2007-03-01||0||1||Default,||0||240||29.95||0||Paperback||0|
The celebration of network cultures as open, decentralized and horizontal all too easily overshadows their political dimensions. In <i>Organized Networks</i>, Ned Rossiter, the author of <i>Politics of a Digital Present</i> and <i>Refashioning Pop Music in Asia: Cosmopolitan Flows, Political Tempos and Aesthetic Industries</i>, sets out to upend these myths by tracking the antagonisms lurking within Internet governance debates, the exploitation of labor in creative industries, and the aesthetics of global capital. Rossiter cuts across the fields of media theory, political philosophy and cultural critique to diagnose some of the key issues facing network cultures, questions central to their survival in a post-dot-com era. His work grows from his experience participating in and facilitating network cultures. His explanation of their current transformation into semi-autonomous political and cultural -networks of networks- is virtuosic. And his proposals are radical. A book of the future-present.
|Social Science / Media Studies||English|
|23||Wolf, Mark J.P.|Baer, Ralph H.|Wolf, Mark J. P.||Medium of the Video Game, The||9780292791503||University of Texas Press||2002-04-15||0||1||Default,||0||203||22.95||0||Paperback||0|
Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis.<br /><br />In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
|Games & Activities / Video & Electronic||English|
|24||Williams, J. Patrick|Smith, Jonas Heide||Players' Realm: Studies on the Culture of Video Games and Gaming, The||9780786428328||McFarland & Company||2007-03-28||0||1||Default,||0||308||29.95||0||Paperback||0|
Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.
|Games / General||English|
|25||Isbister, Katherine||Better Game Characters by Design: A Psychological Approach||9781558609211||CRC Press||2006-06-05||0||1||Default,||0|
The Morgan Kaufmann Series in Interactive 3d Technology
<P>Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. </P> <P>However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. </P> <P>This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. </P> <P><STRONG>Better Game Characters by Design</STRONG> gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.</P>
|Computers / Desktop Applications / Design & Graphics||English|
|26||Compton, Shanna||Gamers: Writers, Artists and Programmers on the Pleasures of Pixels||9781932360578||Soft Skull Press||2004-10-26||0||1||Default,||0||280||14.95||0||Paperback||0|
In <i>Gamers,</i> writers, artists, scholars, poets, and programmers talk about what gaming means to them and discuss the growing impact of video games on fashion, fiction, film, and music. Essays feature a glittering mix of topics from the esoteric to the purely entertaining: gender identity in relation to gaming, video golf as a meditative exercise, Ms. Pacman versus The Sims, the similarities between writing fiction and programming, the confessions of a video poker junkie, and much more.
Computers / Social Aspects / Human-Computer Interaction
|27||Gendolla, Peter|Schäfer, Jörgen||Aesthetics of Net Literature: Writing, Reading and Playing in Programmable Media, The||9783899424935|
Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
During recent years, literary texts in electronic and networked media have been a focal point of literary scholarship, using varying terminology. In this book, the contributions of internationally renowned scholars and authors from Germany, USA, France, Finland, Spain and Switzerland review the ruptures and upheavals of literary communication within this context. The articles in the book focus on questions such as: In which literary projects can we discover a new quality of literariness? What are the terminological and methodological means to examine these literatures? How can we productively link the logics of the play of literary texts and their reception in the reading process? What is the relationship of literary writing and programming? With contributions by Jean-Pierre Balpe, Susanne Berkenheger, Friedrich W. Block, Philippe Bootz, Laura Borras Castanyer, Markku Eskelinen, Frank Furtwangler, Peter Gendolla, Loss Pequeno Glazier, Fotis Jannidis, Thomas Kamphusmann, Mela Kocher, Marie-Laure Ryan, Jorgen Schafer, Roberto Simanowski and Noah Wardrip-Fruin.
|Literary Criticism / General||English|
|28||Chaplin, Heather|Ruby, Aaron||Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution||9781565123465||Algonquin Books||2005-11-04||0||1||Default,||0||288||24.95||0||Hardcover||0|
<DIV> What started as a game of <I>Pong</I>, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed?<br><br> In <I>Smartbomb</I>, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.</DIV>
|Technology & Engineering / History||English|
Routledge Introductions to Media and Communications
Newman's lucid and engaging introduction guides the reader through the world of videogaming. It traces the history of the videogame, from its origins in the computer lab, to its contemporary status as a global entertainment industry, where characters such as Lara Croft and Sonic the Hedgehog are familiar even to those who've never been near a games console.<br /><br />Topics covered include:<br /><br /><br />What is a videogame? Why study videogames? a brief history of videogames, from Pac-Man to Pokemon the videogame industry Who plays videogames? Are videogames bad for you? the narrative structure of videogames the future of videogames<br />"
|30||Newman, James|Simons, Iain||Difficult Questions About Video Games||9780954882501||Suppose Partners||2012-06-07||0||1||Default,||0||320||0||Paperback||0||English|
|31||Clarke, Andy|Clarke, Mitchell|Mitchell, Grethe||Videogames and Art||9781841501420||Intellect Ltd||2007-03-22||0||1||Default,||0||283||50.0||0||Hardcover||0|
Videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry on artistic and creative practices, <i>Videogames and Art</i> features in-depth essays that offer an unparalleled overview of the field.<br /><br /><br />Together, the contributions position videogame art as an interdisciplinary mix of digital technologies and the traditional art forms. Of particular interest in this volume are machinima, game console artwork, politically oriented videogame art, and the production of digital art. This new and revised edition features an extended critical introduction from the editors and updated interviews with the foremost artists in the field. Rounding out the book is a critique of the commercial videogame industry comprising essays on the current quality and originality of videogames.
|Computers / Computer Science||English|
|32||Dyer-Witheford, Nick|de Peuter, Greig||Games of Empire: Global Capitalism and Video Games||9780816666119||Univ Of Minnesota Press||2009-12-08||0||1||Default,||0||Electronic Mediations||320||19.95||0||Paperback||0|
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.<br /><br />In <i>Games of Empire</i>, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as <i>Second Life</i>, <i>World of Warcraft</i>, and <i>Grand Theft Auto</i>, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.<br /><br /><i>Games of Empire</i> forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.<br /><br />Rejecting both moral panic and glib enthusiasm, <i>Games of Empire</i> demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
|Social Science / Media Studies||English|
|33||Castronova, Edward||Synthetic Worlds: The Business and Culture of Online Games||9780226096261||University Of Chicago Press||2005-11-13||0||1||Default,||0||344||31.0||0||Hardcover||0|
From <i>EverQuest</i> to <i>World of Warcraft</i>, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs.<br /><br />In <i>Synthetic Worlds</i>, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete?<br /><br />With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. <i>Synthetic Worlds</i> spearheads our efforts to come to terms with this virtual reality and its concrete effects.<br /><br />“Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—<i>The Economist</i><br /><i> </i><br />“<i>Synthetic Worlds</i> is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they <i>are</i> real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, <i>Chronicle of Higher Education<br /><br /></i>
|Computers / Virtual Worlds||English|
|34||Galloway, Alexander R.|Thacker, Eugene||Exploit: A Theory of Networks, The||9780816650446||Univ Of Minnesota Press||2007-10-01||0||1||Default,||0||Electronic Mediations||196||18.95||0||Paperback||0|
“The Exploit is that rare thing: a book with a clear grasp of how networks operate that also understands the political implications of this emerging form of power. It cuts through the nonsense about how 'free' and 'democratic' networks supposedly are, and it offers a rich analysis of how network protocols create a new kind of control. Essential reading for all theorists, artists, activists, techheads, and hackers of the Net.” —McKenzie Wark, author of A Hacker Manifesto<br /><br /> <br /><br />The network has become the core organizational structure for postmodern politics, culture, and life, replacing the modern era’s hierarchical systems. From peer-to-peer file sharing and massive multiplayer online games to contagion vectors of digital or biological viruses and global affiliations of terrorist organizations, the network form has become so invasive that nearly every aspect of contemporary society can be located within it.<br /><br /> <br /><br />Borrowing their title from the hacker term for a program that takes advantage of a flaw in a network system, Alexander R. Galloway and Eugene Thacker challenge the widespread assumption that networks are inherently egalitarian. Instead, they contend that there exist new modes of control entirely native to networks, modes that are at once highly centralized and dispersed, corporate and subversive.<br /><br /> <br /><br />In this provocative book-length essay, Galloway and Thacker argue that a whole new topology must be invented to resist and reshape the network form, one that is as asymmetrical in relationship to networks as the network is in relation to hierarchy.<br /><br /> <br /><br />Alexander R. Galloway is associate professor of culture and communications at New York University and the author of Gaming: Essays on Algorithmic Culture (Minnesota, 2006) and Protocol: How Control Exists after Decentralization.<br /><br /> <br /><br />Eugene Thacker is associate professor of new media at the Georgia Institute of Technology and the author of Biomedia (Minnesota, 2004) and The Global Genome: Biotechnology, Politics, and Culture.
|Technology & Engineering / Social Aspects||English|
|35||Myers, David G.|Myers, David||Nature of Computer Games: Play as Semiosis, The||9780820467009||Peter Lang Inc., International Academic Publishers||2003-05-28||0||1||Default,||0||Digital Formations||200||29.95||0||Paperback||0|
What is the nature of computer games, and what happens when we play them? This book describes human play as a semiotic process and computer game play as a fundamental act of human cognition, or « semiosis. Offering one of the first fully articulated theories of computer games based on game play rather than game texts, The Nature of Computer Games mounts a serious challenge to literary critics, cultural theorists, and others who might assume computer game play is best understood with reference to preexisting social contexts. David Myers argues that computer game play displays a fundamentally intractable, self-reflexive structure - analogous to certain structures of thought - integral to language, consciousness, and our sense of self.
|Language Arts & Disciplines / Journalism||English|
|36||Turner, Victor|Turner, Victor Witter||From Ritual to Theatre: The Human Seriousness of Play||9780933826175||PAJ Publications||2001-07-01||0||1||Default,||0||PAJ Books||128||19.95||0||Paperback||0|
How is social action related to aesthetics, and anthropology to theatre? What is the meaning of such concepts as "work," "play, "liminal," and "flow"? In this highly influential book, Turner elaborates on ritual and theatre, persona and individual, role-playing and performing, taking examples from American, European, and African societies for a greater understanding of culture and its symbols.
|Performing Arts / Theater / History & Criticism||English|
|37||Bisky, Lothar|Scheele, Jürgen|Kriese, Konstanze||Medien - Macht - Demokratie. Neue Perspektiven.||9783320021832||Dietz,||2009-03-05||0||1||Default,||0||476||0|
|0||Social Science / Media Studies||German|
|38||Wolf, Mark J.P.|Perron, Bernard|Wolf, Mark J. P.||Video Game Theory Reader, The||9780415965798||Routledge||2003-08-19||0||1||Default,||0||343||51.95||0||Paperback||0|
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. <br /><em>The Video Game Theory</em> <em>Reader</em> brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from <em>Space Invaders</em> to <em>Final Fantasy IX</em> and <em>Combat Flight Simulator 2</em>, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. <br /><em>The Video Game Theory</em> <em>Reader</em> is the essential introduction to a fascinating and rapidly expanding new field of media studies.
|Social Science / Research||English|
|39||Vogt, Jochen|Genette, Gerard|Vogt, Jochen.||Die Erzählung||9783825280833||UTB, Stuttgart||1998-01-01||0||1||Default,||0||324||0||Paperback||0||Die Erzählung (German) Paperback - January 1, 1998 by Gerard Genette (Author), Jochen. Vogt (Author)|
Language Arts & Disciplines / Linguistics / Historical & Comparative
Boomen, Marianne van den|Raessens, Joost|Lehmann, Ann-Sophie|Lammes, Sybille|Schafer, Mirko Tobias
|Digital Material: Tracing New Media in Everyday Life and Technology||9789089640680||Amsterdam University Press||2009-10-15||0||1||Default,||0||MediaMatters||352||39.95||0||Paperback||0|
Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary digital culture indeed all about 'you', the participating user, or do we still not really understand the digital machinery and how this constitutes us as 'you'? The contributors to the present book, all employed in teaching and researching new media and digital culture, assembled their 'digital material' into an anthology, covering issues ranging from desktop metaphors to Web 2.0 ecosystems, from touch screens to blogging and e-learning, from role-playing games and cybergothic music to wireless dreams. Together the contributions provide a showcase of current research in the field, from what may be called a 'digital-materialist' perspective.
|Computers / Social Aspects / General||English|
|41||Mute,||Mute Magazine - Vol 2 #12||9781906496340||Mute||2009-06-01||0||1||Default,||0||116||10.0||0||Paperback||0|
Post-Fordist state planners, developers, and their entrepreneurial service arm have debased the meaning of 'creativity' to a shallow pretext for the further looting of cities and public wealth. The cookie-cutter aestheticisation of selective zones of our cities (tourist promenades, waterside public art, creative quarters), is a mere fig leaf covering the acts of enclosure and exclusion that cultural regeneration entails. As the sensibilities of the Creative Class are sensationalised, courted, and monetised, the creative possibilities of the dehumanised majority narrow. But as the recession bites, there are signs that dreams of the Creative City are crashing, as the public-purse strings tighten and the financial sector's ability to underwrite the creative industries weakens. In this issue we revel in that possibility, explore artists' creative sabotage of their own regenerative co-optation, and philosophically examine what 'expression' might actually be. Deriving Under the Influence Chris Jones inspects the wounds opened by Laura Oldfield Ford's pictures of regenerate London CG2014: Formulary For a Skewed Urbanism Neil Gray ambushes the cowboy capitalists staking out Glasgow's 'urban frontier' The Creative City In Ruins Artist's project by Nils Norman Concerning Art and Social Change Brian Holmes and Marco Deseriis on critical culture within recuperative 'semiocapitalism' All Mouth, No History William Dixon gets gobby with Christian Marazzi and his linguistic analysis of financialisation Debt: The First Five Thousand Years David Graeber gives us the elevator pitch on debt's violent history Hungry Ghost Steve McQueen's filmHunger whets Paul Helliwell's appetite for some political context A Climatic Disorder? John Cunningham clears the air after a meeting between Climate Campers and the NUM 'The Simple Expression of Complex Thought' M. Beatrice Fazi splices interactive media and the philosophy of expression Objective Phantoms Kenneth Cox toys with Romanian poet Gherasim Luca's objects and desires"
|42||Lovink, Geert||Principle of Notworking, The||9789056293802||HvA Publicaties||2005||0||1||Default,||0||29||0||0|
Inaugural speech at the Hogeschool van Amsterdam, february 2005, with three chapters on multitude, network and culture, the theory of free cooperation and the dawn of the organized networks.
|43||Bowyer, Justin||Cinema of Japan and Korea, The||9781904764113||Wallflower Press||2004-09-29||0||1||Default,||0||24 Frames||258||29.5||0||Paperback||0|
"The Cinema of Japan and Korea" is the second volume in the new "Twenty-Four Frames" series that studies national and regional cinema. Focusing on the vibrant practices of Japanese and Korean cinema. Each of the twenty-four concise and insightful essays consider one significant film. The editor has compiled a unique introduction to the cinematic output of each country. The work of directors such as Akira Kurosawa, Takeshi Kitano, Kenji Mizoguchi, Kinji Fukusaku, Ki-young Kim, Nagisa, Oshima, Ki-duk Kim and Takashi Miike are discussed. The collection includes in-depth studies of films such as "Battle Royale, Audition, Violent Cop, In the Realm of the Senses, Tetsuo Two: Body Hammer, Stray Dog, A Page of Madness" and "Godzilla."
|Performing Arts / Film & Video / History & Criticism||English|
|44||Berry, Chris||Chinese Films in Focus: 25 New Takes||9780851709864||British Film Institute||2004-01-12||0||1||Default,||0||World film & television||216||30.95||0||Paperback||0|
The Chinese cinemas, including mainland China, Taiwan and Hong Kong, have been the most internationally popular and successful non-Western cinemas for almost two decades. They have generated a vigorous and thriving field of interpretation and criticism. individual Chinese films. Mainland China, Taiwan, Hong Kong and the diaspora are all included, and historical coverage ranges from the 1930s to the beginning of the 21st century. Film titles covered include Farewell My Concubine, Chungking Express, Flowers of Shanghai, The Goddess, Bullet in the Head, Crouching Tiger Hidden Dragon, Crows and Sparrows, Yi Yi and many more. As well as globally famous films, the anthology introduces a number of Chinese classics that are less well known internationally and deserve more attention. one outlines existing writing on the film and then presents an original perspective. All are designed for classroom use, scholarly research and to appeal to the general reader with an interest in Chinese film.
|Performing Arts / Film & Video / Reference||English|
|45||Tompkins, Jane P.||Reader-Response Criticism: From Formalism to Post-Structuralism||9780801824012||Johns Hopkins University Press||1980-12-01||0||1||Default,||0||304||27.0||0||Paperback||0|
With contributions by David Bleich, Jonathan Culler, Stanley Fish, Walker Gibson, Norman N. Holland, Wolfgang Iser, Walter Benn Michaels, Georges Poulet, Gerald Prince, and Michael Riffaterre.
|Literary Criticism / Semiotics & Theory||English|
|46||Wendy Van den Broeck, Jo Pierson|Broeck, Wendy Van den|Pierson, Jo||DIGITAL TELEVISION IN EUROPE||9789054875413||ASP NV ACADEMIC & SCIENTIFIC PUBLISHERS||2009-02-04||0||1||Default,||0||250||0||Paperback||0||English|
|47||Jenkins, Henry||Convergence Culture: Where Old and New Media Collide||9780814742815||New York University Press||2006-08-01||0||1||Default,||0||308||75.0||0||Hardcover||0|
Convergence Culture maps a new territory: where old and new media intersect, where grassroots and corporate media collide, where the power of the media producer and the power of the consumer interact in unpredictable ways.<br /><br />Henry Jenkins, one of America's most respected media analysts, delves beneath the new media hype to uncover the important cultural transformations that are taking place as media converge. He takes us into the secret world of "Survivor" Spoilers, where avid internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young "Harry Potter" fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how "The Matrix" has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war.<br /><br />Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children.
|Social Science / Media Studies||English|
|48||Law, John||After Method: Mess in Social Science Research||9780415341752||Routledge||2004-08-12||0||1||Default,||0||International Library of Sociology||200||75.95||0||Paperback||0|
John Law argues that methods don't just describe social realities but are also involved in creating them. The implications of this argument are highly significant. If this is the case, methods are always political, and it raises the question of what kinds of social realities we want to create. <br />Most current methods look for clarity and precision. It is usually said that only poor research produces messy findings, and the idea that things in the world might be fluid, elusive, or multiple is unthinkable. Law's startling argument is that this is wrong and it is time for a new approach. Many realities, he says, are vague and ephemeral. If methods want to know and help to shape the world, then they need to reinvent themselves and their politics to deal with mess. That is the challenge. Nothing less will do.
|49||Lovink, Geert||Dark Fiber: Tracking Critical Internet Culture||9780262122498||MIT Press (MA)||2002-08-16||0||1||Default,||0||Electronic Culture: History, Theory, and Practice||394||7.75||0||Hardcover||0|
According to media critic Geert Lovink, the Internet is being closed off by corporations and governments intent on creating a business and information environment free of dissent. Calling himself a radical media pragmatist, Lovink envisions an Internet culture that goes beyond the engineering culture that spawned it to bring humanities, user groups, social movements, nongovernmental organizations (NGOs), artists, and cultural critics into the core of Internet development.<br /><br />In <i>Dark Fiber</i>, Lovink combines aesthetic and ethical concerns and issues of navigation and usability without ever losing sight of the cultural and economic agendas of those who control hardware, software, content, design, and delivery. He examines the unwarranted faith of the cyber-libertarians in the ability of market forces to create a decentralized, accessible communication system. He studies the inner dynamics of hackers' groups, Internet activists, and artists, seeking to understand the social laws of online life. Finally, he calls for the injection of political and economic competence into the community of freedom-loving cyber-citizens, to wrest the Internet from corporate and state control.<br /><br />The topics include the erosion of email, bandwidth for all, the rise and fall of dot-com mania, techno-mysticism, sustainable social networks, the fight for a public Internet time standard, the strategies of Internet activists, mailing list culture, and collaborative text filtering. Stressing the importance of intercultural collaboration, Lovink includes reports from Albania, where NGOs and artists use new media to combat the country's poverty and isolation; from Taiwan, where the September 1999 earthquake highlighted the cultural politics of the Internet; and from Delhi, where a new media center explores free software, public access, and Hindi interfaces.
|Social Science / Sociology / General||English|
|50||Appadurai, Arjun||Social Life of Things: Commodities in Cultural Perspective, The||9780521357265||Cambridge University Press||1988-01-29||0||1||Default,||0|
Cambridge Studies in Social and Cultural Anthropology
Contributors to this volume examine how things are sold and traded in a variety of social and cultural settings. The work strives to reveal the underlying social and political mechanisms that regulate taste, trade and desire and to demonstrate the ways people attach value to objects.
|Social Science / Anthropology / Cultural & Social||English|
|51||Gershuny, Jonathan I.|Gershuny, Jonathan||Changing Times: Work and Leisure in Postindustrial Society||9780198287872||OUP Oxford||2000-12-01||0||1||Default,||0||312||155.0||0||Hardcover||0|
If we can measure how the members of a society spend their time, we have the elements of a certain sort of account of how that society works. This is what Jonathan Gershuny provides in Changing Times, using 120,000 survey-diary accounts of daily life in twenty countries from the 1960s on to construct an account of how time-use patterns have changed in the developed world over the last third of a century and to relate these changes to economic development. His analysis of the data and of existing theoretical approaches highlights, and goes some way to addressing, problems in the standard National Accounting classifications of work and will become the foundation of a new approach to the economics and sociology of time.<br />
|Social Science / Sociology / General||English|
|52||Turkle, Sherry||Life on the Screen||9780684833484||Simon & Schuster||1997-09-04||0||1||Default,||0||352||21.99||0||Paperback||0|
Life on the Screen is a book not about computers, but about people and how computers are causing us to reevaluate our identities in the age of the Internet. We are using life on the screen to engage in new ways of thinking about evolution, relationships, politics, sex, and the self. Life on the Screen traces a set of boundary negotiations, telling the story of the changing impact of the computer on our psychological lives and our evolving ideas about minds, bodies, and machines. What is emerging, Turkle says, is a new sense of identity- as decentered and multiple. She describes trends in computer design, in artificial intelligence, and in people's experiences of virtual environments that confirm a dramatic shift in our notions of self, other, machine, and world. The computer emerges as an object that brings postmodernism down to earth.
|Computers / General||English|
|53||Agamben, Giorgio|Heller-Roazen, Daniel||Homo Sacer: Sovereign Power and Bare Life||9780804732185||Stanford University Press||1998-04-01||0||1||Default,||0||Homo sacer|Meridian: Crossing Aesthetics||208||22.95||0||Paperback||0|
The work of Giorgio Agamben, one of Italy’s most important and original philosophers, has been based on an uncommon erudition in classical traditions of philosophy and rhetoric, the grammarians of late antiquity, Christian theology, and modern philosophy. Recently, Agamben has begun to direct his thinking to the constitution of the social and to some concrete, ethico-political conclusions concerning the state of society today, and the place of the individual within it.<br /><br />In <i>Homo Sacer</i>, Agamben aims to connect the problem of pure possibility, potentiality, and power with the problem of political and social ethics in a context where the latter has lost its previous religious, metaphysical, and cultural grounding. Taking his cue from Foucault’s fragmentary analysis of biopolitics, Agamben probes with great breadth, intensity, and acuteness the covert or implicit presence of an idea of biopolitics in the history of traditional political theory. He argues that from the earliest treatises of political theory, notably in Aristotle’s notion of man as a political animal, and throughout the history of Western thinking about sovereignty (whether of the king or the state), a notion of sovereignty as power over “life” is implicit.<br /><br />The reason it remains merely implicit has to do, according to Agamben, with the way the sacred, or the idea of sacrality, becomes indissociable from the idea of sovereignty. Drawing upon Carl Schmitt’s idea of the sovereign’s status as the exception to the rules he safeguards, and on anthropological research that reveals the close interlinking of the sacred and the taboo, Agamben defines the sacred person as one who can be killed and yet not sacrificed—a paradox he sees as operative in the status of the modern individual living in a system that exerts control over the collective “naked life” of all individuals.
|Philosophy / Political||English|
|54||Herman, Andrew|Swiss, Thomas||World Wide Web and Contemporary Cultural Theory||9780415925020||Routledge||2000-06-30||0||1||Default,||0||320||41.95||0||Paperback||0|
Engaging the thematic issues of the Web as a space where magic, metaphor, and power converge, the chapters cover such subjects as The Web and Corporate Media Systems, Conspiracy Theories and the Web; The Economy of Cyberpromotion, The Bias of the Web, The Web and Issues of Gender, and so on.
|Social Science / Sociology / General||English|
|55||Laurel, Brenda||Computers as Theatre||9780201550603||Addison-Wesley Professional||1993-09-10||0||1||Default,||0||256||44.99||0||Paperback||0|
This paperback version of Brenda Laurel's 1991 hardcover classic features a new chapter that takes the reader through virtual reality and beyond to a new level of human computer interaction that is genuinely transforming. Like its predecessor, this book presents a new theory of human-computer activity. 0201550601B04062001
Computers / Social Aspects / Human-Computer Interaction
|56||Paris, Bernard J.|Balkin, Jack|Noveck, Beth Simone||State of Play: Law, Games, and Virtual Worlds, The||9780814799727||New York University Press||2006-11-01||0||1||Default,||0||Ex Machina: Law, Technology, and Society||304||27.0||0||Paperback||0|
<em>The State of Play</em> 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.<br /><br />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?<br /><br />These questions, and many more, are considered in <em>The State of Play</em>, 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.<br /><br />Contributors: 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.
|Law / Privacy||English|
|57||Garrelts, Nate|(Author), Nate Garrelts||Meaning and Culture of Grand Theft Auto: Critical Essays, The||9780786428229||McFarland & Company||2006-09-27||0||1||Default,||0||256||19.99||0||Paperback||0|
The immensely popular <i>Grand Theft Auto</i> 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 <i>Grand Theft Auto III (GTA3)</i>, <i>Grand Theft Auto: Vice City (GTA: VC)</i>, and <i>Grand Theft Auto: San Andreas (GTA: SA)</i>. Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to <i>Grand Theft Auto</i>, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. It is argued that the general perception of digital changed fundamentally following the release of <i>Grand Theft Auto III</i>. The second section of the book approaches the games as they might be studied absent of the controversy. These essays study why and how players meaningfully play <i>Grand Theft Auto</i> games, reflecting on the elements of daily life that are represented in the games. They discuss the connection between game space and real space and the many ways that players mediate the symbols in a game with their minds, computers, and controllers.
Language Arts & Disciplines / Library & Information Science / General
Media Mutandis: A Node.London Reader. Edited by Marina Vishmidt, with Mary Anne Francis, Jo Walsh and Lewis Sykes
The NODE.London Reader projects a critical context around the Season of Media Arts in London March 2006 and provides another discursive dimension to the events of October 2005's Open Season. It engages debates in FLOSS (Free/Libre and Open Source Software), media arts and activism, collaborative practices and the political economy of cultural production in the present day. It includes essays and artist projects from Sabeth Buchmann, Toni Prug, Armin Medosch, Simon Yuill, Chad McCail, Critical Art Ensemble, Jo Walsh, Richard Barbrook, Michael Corris, Harwood, Kate Rich, Agnese Trocchi, Matthew Fuller, Rasmus Fleischer and Palle Torsson, Brett Neilson and Ned Rossiter, Matteo Pasquinelli and Francis McKee.
Since the advent of multiculturalism in the 1970s, the redefinition of race in cultural terms has gone hand in hand with an official discourse of respect for cultural difference and diversity. Today, in the wake of 9/11, the rhetoric of tolerance is visibly breaking down. As state policy shifts from the celebration of difference to an anxious call for assimilation, the racial other (whether citizen or immigrant) is under renewed pressure to integrate herself into society. In this issue of Mute, contributors read the crisis of multiculturalism - political, scientific and social - as both a neoliberal offensive and a challenge to rethink the relationship between particular identities and universal rights, evolutionary science and biopower. Texts by: George Caffentzis, Matthew Hyland, Daniel Jewesbury, Marek Kohn, Eric Krebbers, Hari Kunzru, Melancholic Troglodytes, Angela Mitropoulos, Luciana Parisi, Benedict Seymour
|Social Science / Minority Studies||English|
|60||Cassell, Justine|Jenkins, Henry||From Barbie to Mortal Kombat: Gender and Computer Games||9780262531689||The MIT Press||2000-02-28||0||1||Default,||0||Barbie to Mortal Combat||380||33.95||0||Paperback||0|
<p><b>Girls and computer games -- and the movement to overcome the stereotyping that dominates the toy aisles.</b></p><p>Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to create a girls' market for their games).</p><p>The contributors to <i>From Barbie® to Mortal Kombat </i>explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers.</p><p>Contributors: Aurora, Dorothy Bennett, Stephanie Bergman, Cornelia Brunner, Mary Bryson, Lee McEnany Caraher, Justine Cassell, Suzanne de Castell, Nikki Douglas, Theresa Duncan, Monica Gesue, Michelle Goulet, Patricia Greenfield, Margaret Honey, Henry Jenkins, Cal Jones, Yasmin Kafai, Heather Kelley, Marsha Kinder, Brenda Laurel, Nancie Martin, Aliza Sherman, Kaveri Subrahmanyam.</p>
|Social Science / Popular Culture||English|
|61||Terranova, Tiziana||Network Culture: Politics for the Information Age||9780745317489||Pluto Press||2004-07-27||0||1||Default,||0||208||35.0||0||Paperback||0||''... brilliantly original ... brings cultural and post-colonial theory to bear on a wide range of authors with great skill and sensitivity.' Terry Eagleton||English|
|62||Booth, Austin|Flanagan, Mary||Re: Skin||9780262512497||MIT Press (MA)||2009-03-01||0||1||Default,||0||MIT Press||356||5.75||0||Paperback||0|
In re: skin, scholars, essayists and short story writers offer their perspectives on skin--as boundary and surface, as metaphor and physical reality. The twenty-first century and its attendant technology call for a new investigation of the intersection of body, skin, and technology. These cutting-edge writings address themes of skin and bodily transformation in an era in which we are able not only to modify our own skins--by plastic surgery, tattooing, skin graft art, and other methods--but to cross skins, merging with other bodies or colonizing multiple bodies.The book's agile crossings of disciplinary and genre boundaries enact the very transformations they discuss. A short story imagines a manufactured maternal interface that allows a man to become pregnant, and a scholar describes the evolution of "body criticism"; a writer uses "faux science" to explore animal prints on faux fur, and fictional lovers experience one another's sexual sensations through the slipping on and off of skin-like bodysuits. Ubiquitous computational interfaces are considered as the "skin" of technology, and questions of race and color are shown to play out in digital art practice. The essays and narratives gathered in re: skin claim that the new technologically mutable body is neither purely liberating nor simply limiting; instead, these pieces show us models, ways of living in a technological culture.Contributors: Austin Booth, Rebecca Cannon, Model T and Sara D(iamond), L. Timmel Duchamp, Mary Flanagan, Jewelle Gomez, Jennifer Gonzalez, Nalo Hopkinson, Alice Imperiale, Shelley Jackson, Christina Lammer, David J. Leonard, Mendi + Keith Obadike, Melinda Rackham, Vivian Sobchack, Elisabeth Vonarburg, Bernadette Wegenstein
|Social Science / Media Studies||English|
|63||Tobin, Joseph||Pikachu's Global Adventure: The Rise and Fall of Pokémon||9780822332879||Duke University Press Books||2004-02-05||0||1||Default,||0||312||24.95||0||Paperback||0|
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 the top grossing children's product of all time. Yet the phenomenon fizzled as quickly as it had ignited. By 2002, the Pokémon craze was mostly over. <i>Pikachu’s Global Adventure</i> describes the spectacular, complex, and unpredictable rise and fall of Pokémon in countries around the world.In analyzing the popularity of Pokémon, this innovative volume addresses core debates about the globalization of popular culture and about children’s consumption of mass-produced culture. Topics explored include the origins of Pokémon in Japan’s valorization of cuteness and traditions of insect collecting and anime; the efforts of Japanese producers and American marketers to localize it for foreign markets by muting its sex, violence, moral ambiguity, and general feeling of Japaneseness; debates about children’s vulnerability versus agency as consumers; and the contentious question of Pokémon’s educational value and place in school. The contributors include teachers as well as scholars from the fields of anthropology, media studies, sociology, and education. Tracking the reception of Pokémon in Japan, the United States, Great Britain, France, and Israel, they emphasize its significance as the first Japanese cultural product to enjoy substantial worldwide success and challenge western dominance in the global production and circulation of cultural goods.<br /><br /><i>Contributors.</i> Anne Allison, Linda-Renée Bloch, Helen Bromley, Gilles Brougere, David Buckingham, Koichi Iwabuchi, Hirofumi Katsuno, Dafna Lemish, Jeffrey Maret, Julian Sefton-Green, Joseph Tobin, Samuel Tobin, Rebekah Willet, Christine Yano
|Social Science / Popular Culture||English|
|64||Kerr, Aphra||Business and Culture of Digital Games: Gamework And Gameplay, The||9781412900478||SAGE Publications Ltd||2006-04-06||0||1||Default,||0||192||62.0||0||Paperback||0|
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.
|Social Science / Media Studies||English|
|65||King, Geoff|Krzywinska, Tanya||Screenplay: Cinema/Videogames/Interfaces||9781903364239||Wallflower Press||2002-11-15||0||1||Default,||0||229||22.0||0||Paperback||0|
What is the relationship between cinema and videogames? Hollywood film franchises are routinely translated into games. Some game titles make the move onto the big screen, none more prominently than Lara Croft, iconic star of the "Tomb Raider" series. Games often depend on recognized film genres, milieu or devices for branding and marketing. Some aspire to a film-like quality of graphics and action. But games also offer markedly different experiences, especially in the realm of "interactivity."But what happens in the interface between cinema and games console or PC? Is there a merging of languages as games influence movies and movies influence games? Are some films becoming increasingly like games, and to what extent do they draw on the characteristics of Hollywood or other forms of cinema? "ScreenPlay" investigates all these issues and explores the extent to which the tools of film analysis can be applied to games, in particular, how the pleasures (and frustrations) of computer games can be compared with those of cinema.
|Performing Arts / Film & Video / General||English|
|66||Mute,||Mute Magazine - Vol 2 #9||9781906496173||Mute||2008-07-01||0||1||Default,||0||104||10.0||0||Paperback||0||Quarterly, critical and cheap, Mute is a jumble of all that's still grunting in the inter-finessing hyper-barrios of culture, politics, and technology 2.0.||Art / Art & Politics||English|
|67||Mute,||Mute Vol II #4 - Web 2.0||9780955479618||Mute||2006-12-15||0||1||Default,||0||108||6.0||0||Paperback||0|
Web 2.0's democratisation of media produces a wealth of new perspectives. Those formerly excluded from the public sphere have the chance to make their voices heard. But this wave of participation is as important for busines as it is for the newly included. Mute's Web 2.0 special uncovers the work in social networking and the centralisation of the means of sharing. Features texts by Giorgio Agostoni, Olga Goriunova, Dmytri Kleiner & Brian Wyrick and Angela Mitropoulos. With additional articles by Brian Ashton, John Barker, Paul Helliwell and Merijn Oudenampsen.
|Computers / Web / General||English|
|68||Todd, Deborah||Game Design: From Blue Sky to Green Light||9781568813189||A K PETERS||2007-02-23||0||1||Default,||0||292||59.95||0||Paperback||0|
This book takes a real-world, in-depth journey through the game-design process, from the initial blue sky sessions to pitching for a green light. The author discusses the decision and brainstorming phase, character development and story wrap, creation of content and context outlines, flowcharting game play, and creating design documents. Special features include examples of both classic and contemporary games, and interviews with many of the game industry s brightest professionals who share their insights on key elements in game design, and their analysis on what makes a game a blockbuster hit. This book is a perfect guide for the novice, student, and game enthusiast interested in learning the nuts and bolts of the computer-game industry."
|Computers / Digital Media / Video & Animation||English|
|69||Mute,||Mute Magazine - Vol 2 #8||9781906496128||Mute||2008-04-01||0||1||Default,||0||120||10.0||0||Paperback||0|
Texts by: Thomas Campbell & Dmitry Vorobyev, John Cunningham, Harry Halpin, Stewart Martin, Benedict Seymour, and Simon Yuill Commissioned artwork by: Theo Michael, John Russell and Plastique Fantastique
|Science / Life Sciences / Ecology||English|
|70||Berry, J.||Mute Vol 2 #7 - Show Invisibles? Migration/Data/Work||9781906496074||Mute||2008-01-18||0||1||Default,||0||108||10.0||0||Paperback||0|
Show Invisibles? Migration/Data/Work Mute vol 2 #7 We are living through an intensification of citizens', and non-citizens', visibility to capital. Database convergence, states of emergency and points-based immigration systems destroy the legal and informational grey zones in which the poor shelter and organise. As black economies and shadow sectors are exposed to the light of networked information in the interests of population management, border enforcement, welfare clamp-downs and, above all, profit, what are the risks and advantages of visibility? What do (political and artistic) representation and rights have to offer the illegal and 'invisible'? Articles by: Damian Abbott, Camille Barbagallo & Nic Beuret, Leutha Blissett, Javier, Jaya Klara Brekke, Seemab Gul, Pil and Galia Kollectiv, Elizabeth Povinelli, Benedict Seymour, C.L.-Stavrides, Jennifer Thatcher and Unterschreber Artwork by: Harrison, Lee Galpin and Benedict Seymour
|71||McCullough, Malcolm||Abstracting Craft: The Practiced Digital Hand||9780262631891||MIT Press (MA)||1998-07-10||0||1||Default,||0||329||28.0||0||Paperback||0|
The love of making things need not be confined to the physical world - electronic form giving can also be a rewarding hands-on experience. In this investigation of the possibility of craft in the digital realm, Malcolm McCullough observes that the emergence of computation as a medium, rather than just a set of tools, suggests a growing correspondence between digital work and traditional craft. Chapter by chapter, McCullough builds a case for upholding humane traits and values during the formative stages of new practices in digital media. He covers the nature of hand-eye coordination, the working context of the image culture, aspects of tool usage and medium appreciation, uses and limitations of symbolic methods, issues in human-computer interaction, geometric constructions and abstract methods in design, the necessity of improvisation, and the personal worth of work. For those new to computing, McCullough offers an inside view of what the technology is like, what the important technical issues are, and how creative computing fits within a larger intellectual history.
|Crafts & Hobbies / General||English|
|72||Fuller, Matthew||Behind the Blip: Essays on the Culture of Software||9781570271397||Autonomedia||2003-01-01||0||1||Default,||0||165||16.95||0||Paperback||0|
Software actively shapes the way we know, see, and do things in the world. In Behind the Blip, a far-reaching and strikingly original collection of essays on the culture of software, new-media critic Matthew Fuller sets out some of the ways in which people are opening this process up to greater debate and experimentation. Behind the Blip brings together insights from social studies of science and philosophies of technology, with accounts and ideas from hackers, artists, inventors, programmers, and other users of software. Behind the Blip surveys the potential grounds for software criticism and proposes some currents in software that call for new ways of thinking about the subject. It also offers numerous case studies taken from Fuller's own experience participating in the production of a popular experimental web browser; a site parasiting search engines to hack racism on the net; and a large-scale disassembly of the world's favourite writing machine, Microsoft Word. Behind the Blip refuses to stop asking questions or settle for what's served up on the desktop. Along the way, fundamental possibilities for technology, computers, and culture are set loose.
Computers / Software Development & Engineering / General
|73||Germano, William P.|Germano, William||Getting It Published: A Guide for Scholars and Anyone Else Serious about Serious Books||9780226288444||University Of Chicago Press||2001-05-01||0||1||Default,||0|
Chicago Guides to Writing, Editing, and Publishing
Writers and publishers depend on one another, but it often seems as if they speak two different languages. <i>Getting It Published</i> is a lively, insider's guide to academic publishing—a book that will tell you not only how publishing works, but how you can make it work for you. Written by a veteran editor with experience in both the university press and commercial worlds, the book fields the big questions in a scholar's life. Why do editors choose some books and decline others? How does a writer decide where to submit a project? How does the review process work, and why is it necessary? What can an author expect from a publishing house—before, during, and after publication? William Germano answers these questions and more, and along the way, offers encouragement, tips, and warnings.<br /><br />This savvy guide unravels the mysteries of publishing and walks you through the process from start to finish. You'll learn how to think about your book before you submit it and what you need to know about your contract. With wit and humor, Germano also addresses some of the finer points of publishing etiquette, including how—and how not—to approach a busy editor and how to work with other publishing professionals on matters of design, marketing, and publicity. Graduate students, recent Ph.D.'s, and experienced authors alike will appreciate the chapters on "Quotations, Pictures, and Other Headaches" and on compiling and editing collections and anthologies.<br /><br />"Scholarly publishing is a big, noisy, conversation about the ideas that shape our world," Germano writes, "Here's how to make your book part of that conversation."
|Reference / Writing Skills||English|
|74||Mackenzie, Adrian||Transductions: Bodies and Machines at Speed||9780826458841||Bloomsbury Academic||2002-08-07||0||1||Default,||0||Technologies: Studies in Culture & Theory||256||44.95||0||Paperback||0|
Why does technological speed seem to exceed the speed of cultural or natural processes? In what sense has this perceived difference impacted on human culture and the human body? This book explores the nature of technological speed and how technology becomes part of living bodies. Drawing on deconstruction and corporeal theory, it re-examines the borders between bodies and machines, between what counts as social and what counts as technological. Illustrated with examples which include online computer games, military supercomputers, genomic databases, performance art and the global positioning system - the book critiques the widely accepted notion that technology speeds everything up, arguing instead that there are only ever differences in speed.
|75||Baase, Sara||Gift of Fire: Social, Legal, and Ethical Issues for Computers and the Internet, A||9780131219885||Pearson Education||1996||0||1||Default,||0||International Edition||464||0||0|
Gift of Fire is ideal for courses in Computer Ethics and Computers and Society. In this revision of a best-seller, Baase explores the social, legal, philosophical, ethical, political, constitutional, and economic implications of computing and the controversies they raise. With a computer scientist's perspective, and with historical context for many issues, she covers the issues readers will face both as members of a technological society and as professionals in computer-related fields. A primary goal is to develop computer professionals who understand the implications of what they create and how it fits into society at large.