Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.
New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies. Substantially updated from the first edition to cover recent theoretical developments, approaches and significant technological developments, this is the best and by far the most comprehensive textbook available on this exciting and expanding subject.
New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies. The authors introduce a wide variety of topics including: how to define the characteristics of new media; social and political uses of new media and new communications; new media technologies, politics and globalization; everyday life and new media; theories of interactivity, simulation, the new media economy; cybernetics, cyberculture, the history of automata and artificial life. Substantially updated from the first edition to cover recent theoretical developments, approaches and significant technological developments, this is the best and by far the most comprehensive textbook available on this exciting and expanding subject. At www.newmediaintro.com you will find: additional international case studies with online references specially created You Tube videos on machines and digital photography a new ‘Virtual Camera’ case study, with links to short film examples useful links to related websites, resources and research sites further online reading links to specific arguments or discussion topics in the book links to key scholars in the field of new media.
Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.
His story begins with the arrival of his father, Howard Kantner, to the remote Arctic of the 1950s and ends with him as a grown man settled in the same landscape. Through a series of moving essays and vivid photographs, ranging in subject from family histories to hunting stories, celebrations of people and places to a lament over a majestic wilderness rapidly disappearing, Shopping for Porcupine provides a compelling, intimate view of America's last frontier -- the same place that captivated so many readers of Ordinary Wolves.
Greenfield's Neuropathology, the worlds leading neuropathology reference, provides an authoritative, comprehensive account of the pathological findings in neurological disease, their biological basis and their clinical manifestations. This account is underpinned throughout by a clear description of the molecular and cellular processes and reactions that are relevant to the development, and normal and abnormal functioning of, the nervous system. While this scientific content is of paramount importance, however, care has been taken to ensure that the information is presented in a way that is accessible to readers working within a range of disciplines in the clinical neurosciences, and that also places the neuropathological findings within the context of a broader diagnostic process. The new eighth edition incorporates much new information, new illustrations and many new authors, while retaining the depth, breadth and quality of content so praised in previous editions. Each chapter opens with an introductory section designed to offer an integrated approach to diagnosis, taking account of clinical manifestations, neuroradiological and laboratory findings as well as the neuropathological and molecular genetic features of the diseases being considered. Strong emphasis has been placed on facilitating the retrieval of neuropathological information by non-neuropathologists grapping with differential diagnoses or seeking information on broad categories of neurological disease, and boxes and tables are used to present important symptoms and signs, patterns of disease and other features for ease of reference. High quality line and photographic illustrations, the majority in full colour, are all available on a companion CD, to complete the offering.
Thank you for visiting our website. Would you like to provide feedback on how we could improve your experience?
This site does not use any third party cookies with one exception — it uses cookies from Google to deliver its services and to analyze traffic.Learn More.