Book (collection)

By Hannah Ackermans, 27 November, 2018
Publication Type
Language
Editor
Year
ISBN
978-989-643-121-1
Record Status
Description in original language
Abstract (in original language)

Livro com alguns dos resultados do projecto «PO.EX’70-80 – Arquivo Digital da Literatura Experimental Portuguesa», financiado pela Fundação para a Ciência e a Tecnologia com fundos da União Europeia. Edição de Rui Torres, com textos sobre a maioria dos autores representados neste arquivo digital.

 

By Ana Castello, 9 October, 2018
Publication Type
Language
Year
Publisher
ISBN
9780262033701
Pages
VIII, 304
License
All Rights reserved
Record Status
Librarian status
Approved by librarian
Abstract (in English)

World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design—as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted. The contributors examine the ways that gameworlds reflect the real world—exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character—both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors—who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies—reflect the breadth and vitality of current interest in MMOGs.

(Source: The MIT Press

Creative Works referenced
By Ana Castello, 2 October, 2018
Publication Type
Language
Year
ISBN
0271025700
License
All Rights reserved
Record Status
Abstract (in English)

In a series of comparative essays on a range of texts embracing both high and popular culture from the early modern era to the contemporary period, The Ideology of Genrecounters both formalists and advocates of the "death of genre," arguing instead for the inevitability of genre as discursive mediation. At the same time, Beebee demonstrates that genres are inherently unstable because they are produced intertextually, by a system of differences without positive terms. In short, genre is the way texts get used. To deny that genres exist is to deny, in a sense, the possibility of reading; if genres exist, on the other hand, then they exist not as essences but as differences, and thus those places within and between texts where genres "collide" reveal the connections between generic status, interpretive strategy, ideology, and the use-value of language.

(Source: Penn State University Press catalog copy)

By Chiara Agostinelli, 23 September, 2018
Publication Type
Year
ISBN
9780226532554
Pages
353
License
All Rights reserved
Record Status
Librarian status
Approved by librarian
Abstract (in English)

Communications, philosophy, film and video, digital culture: media studies straddles an astounding array of fields and disciplines and produces a vocabulary that is in equal parts rigorous and intuitive. Critical Terms for Media Studies defines, and at times, redefines, what this new and hybrid area aims to do, illuminating the key concepts behind its liveliest debates and most dynamic topics.Part of a larger conversation that engages culture, technology, and politics, this exciting collection of essays explores our most critical language for dealing with the qualities and modes of contemporary media. Edited by two outstanding scholars in the field, W. J. T. Mitchell and Mark B. N. Hansen, the volume features works by a team of distinguished contributors. These essays, commissioned expressly for this volume, are organized into three interrelated groups: “Aesthetics” engages with terms that describe sensory experiences and judgments, “Technology” offers entry into a broad array of technological concepts, and “Society” opens up language describing the systems that allow a medium to function.

(Source: University of Chicago Press catalog copy)

By sondre rong davik, 19 September, 2018
Publication Type
Language
Year
ISBN
9780812233025
Pages
128
License
Public Domain
Record Status
Librarian status
Approved by librarian
By sondre rong davik, 19 September, 2018
Publication Type
Translator
Year
ISBN
9780804781220
Pages
vi, 140
License
All Rights reserved
Record Status
Librarian status
Approved by librarian