Sexual Violence in a Digital Age, Powell Anastasia, Henry Nicola
Автор: Bendazzi Giannalberto Название: Animation: A World History ISBN: 1138035319 ISBN-13(EAN): 9781138035317 Издательство: Taylor&Francis Рейтинг: Цена: 47970.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
A continuation of 1994's groundbreaking Cartoons, Giannalberto Bendazzi's Animation: A World History is the largest, deepest, most comprehensive text of its kind, based on the idea that animation is an art form that deserves its own place in scholarship. Bendazzi delves beyond just Disney, offering readers glimpses into the animation of Russia, Africa, Latin America, and other often-neglected areas and introducing over fifty previously undiscovered artists. Full of first-hand, never before investigated, and elsewhere unavailable information, Animation: A World History encompasses the history of animation production on every continent over the span of three centuries.
Volume I traces the roots and predecessors of modern animation, the history behind mile Cohl's Fantasmagorie, and twenty years of silent animated films. Encompassing the formative years of the art form through its Golden Age, this book accounts for animation history through 1950 and covers everything from well-known classics like Steamboat Willie to animation in Egypt and Nazi Germany. With a wealth of new research, hundreds of photographs and film stills, and an easy-to-navigate organization, this book is essential reading for all serious students of animation history.
Key Features
Over 200 high quality head shots and film stills to add visual reference to your research
Detailed information on hundreds of never-before researched animators and films
Coverage of animation from more than 90 countries and every major region of the world
Chronological and geographical organization for quick access to the information you're looking for
Автор: Zucker Eve Monique, Simon David J. Название: Mass Violence and Memory in the Digital Age: Memorialization Unmoored ISBN: 3030393941 ISBN-13(EAN): 9783030393946 Издательство: Springer Рейтинг: Цена: 102480.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This volume explores the shifting tides of how political violence is memorialized in today`s decentralized, digital era. The book enhances our understanding of how the digital turn is changing the ways that we remember, interpret, and memorialize the past.
Автор: Zucker Eve Monique, Simon David J. Название: Mass Violence and Memory in the Digital Age: Memorialization Unmoored ISBN: 3030393976 ISBN-13(EAN): 9783030393977 Издательство: Springer Рейтинг: Цена: 102480.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This volume explores the shifting tides of how political violence is memorialized in today`s decentralized, digital era. The book enhances our understanding of how the digital turn is changing the ways that we remember, interpret, and memorialize the past.
Автор: Perera Suvendrini, Pugliese Joseph Название: Mapping Deathscapes: Digital Geographies of Racial and Border Violence ISBN: 1032056576 ISBN-13(EAN): 9781032056579 Издательство: Taylor&Francis Рейтинг: Цена: 148010.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This volume offers a critical and creative analysis of the innovations of Deathscapes, a transnational digital humanities project that maps the sites and distributions of custodial deaths in locations such as police cells, prisons and immigration detention centres.
Автор: Rachel Loney-Howes Название: Online Anti-Rape Activism: Exploring the Politics of the Personal in the Age of Digital Media ISBN: 183867442X ISBN-13(EAN): 9781838674427 Издательство: Emerald Рейтинг: Цена: 28450.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: The ebook edition of this title is Open Access, thanks to Knowledge Unlatched funding, and freely available to read online. This book examines the nature, use and scope of online spaces for anti-rape activism, offering a critical commentary on its limitations and potentials.
Автор: Gareth Schott Название: Violent Games: Rules, Realism and Effect ISBN: 1628925612 ISBN-13(EAN): 9781628925616 Издательство: Bloomsbury Academic Рейтинг: Цена: 36950.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over, +? referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction.
Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence+? encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes.
An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as+? violence.
Автор: Gareth Schott Название: Violent Games: Rules, Realism and Effect ISBN: 1628925620 ISBN-13(EAN): 9781628925623 Издательство: Bloomsbury Academic Рейтинг: Цена: 147840.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as "essentially over, +? referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction.
Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the "violence+? encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes.
An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content "as+? violence.
Автор: Webber, Julie A. Название: Beyond columbine ISBN: 1433120410 ISBN-13(EAN): 9781433120411 Издательство: Peter Lang Рейтинг: Цена: 111340.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
***NOW IN PAPERBACK***
School violence has become our new American horror story, but it also has its roots in the way it comments on western values with respect to violence, shame, mental illness, suicide, humanity, and the virtual. Beyond Columbine: School Violence and the Virtual offers a series of readings of school shooting episodes in the United States as well as similar cases in Finland, Germany, and Norway, among others and their relatedness.
The book expands the author’s central premise from her earlier book Failure to Hold, which explores the hidden curriculum of American culture that is rooted in perceived inequality and the shame, rage, and violence that it provokes. In doing so, it goes further to explore the United States' outdated perceptual apparatus based on a reflective liberal ideology and presents a new argument about proprioception: the combined effect of a sustained lack of thought (non-cognitive) in action that is engendered by digital media and virtual culture. The present interpretation of the virtual is not limited to video games but encompasses the entire perceptual field of information sharing and media stylization (e.g., social networking, television, and branding). More specifically, American culture has immersed itself so thoroughly in a digital world that its violence and responses to violence lack reflection to the point where it confuses data with certainty. School-related violence is presented as a dramatic series of events with Columbine as its pilot episode.
Автор: Perron, Bernard (university Of Montreal, Canada) Название: World of scary video games ISBN: 1501316192 ISBN-13(EAN): 9781501316197 Издательство: Bloomsbury Academic Рейтинг: Цена: 39060.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
Автор: Perron, Bernard (university Of Montreal, Canada) Название: World of scary video games ISBN: 1501316206 ISBN-13(EAN): 9781501316203 Издательство: Bloomsbury Academic Рейтинг: Цена: 147840.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as "survival horror" as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
Название: Gamer Trouble: Feminist Confrontations in Digital Culture ISBN: 1479834920 ISBN-13(EAN): 9781479834921 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 24250.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
Complicating perspectives on diversity in video games
Gamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems.
By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.
Название: Gamer Trouble: Feminist Confrontations in Digital Culture ISBN: 1479870102 ISBN-13(EAN): 9781479870103 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 74410.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание:
Complicating perspectives on diversity in video games
Gamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems.
By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.
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