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Visual Digital Culture

Author: Andrew Darley
Publisher: Routledge
ISBN: 113470836X
Size: 70.66 MB
Format: PDF
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Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture. Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.

Entertainment And Society

Author: Shay Sayre
Publisher: Routledge
ISBN: 1135839956
Size: 73.23 MB
Format: PDF, Kindle
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The second edition of this innovative textbook introduces students to the ways that society shapes our many forms of entertainment and in turn, how entertainment shapes society. Entertainment and Society examines a broad range of types of entertainment that we enjoy in our daily lives – covering new areas like sports, video games, gambling, theme parks, travel, and shopping, as well as traditional entertainment media such as film, television, and print. A primary emphasis is placed on the impact of technological and cultural convergence on innovation and the influence of contemporary entertainment. The authors begin with a general overview of the study of entertainment, introducing readers to various ways of understanding leisure and play, and then go on to trace a brief history of the development of entertainment from its live forms through mediated technology. Subsequent chapters review a broad range of theories and research and provide focused discussions of the relationship between entertainment and key societal factors including economics and commerce, culture, law, politics, ethics, advocacy and technology. The authors conclude by highlighting innovations and emerging trends in live and mediated entertainment and exploring their implications for the future. The new edition features updated examples and pedagogical features throughout including text boxes, case studies, student activities, questions for discussion, and suggestions for further reading.

Fan Cultures

Author: Matt Hills
Publisher: Psychology Press
ISBN: 9780415240253
Size: 42.30 MB
Format: PDF
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Emphasising the contradictions of fandom, the author outlines the ways in which fans fhave been conceptualised in cultural theory and challenges many of these established paradigms.

Public Rape

Author: Tanya Horeck
Publisher: Routledge
ISBN: 1135143331
Size: 43.56 MB
Format: PDF, Docs
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Second-wave feminism fought to end the blanket silence shrouding rape and bring it to public attention. Now feminist critics must confront a different issue. In Public Rape Tanya Horeck considers the public investment in images of rape and the figure of the raped woman. Introducing the idea of 'public rape', Horeck looks at how images of rape serve as cultural fantasies of sexual, racial and class difference. Looking at rape in real life as well as in literature and films such as The Accused and Boys Don't Cry, Horek reveals how representations of rape raise vital questions about the relationship between reality and fantasy, and between violence and spectacle

The Business And Culture Of Digital Games

Author: Aphra Kerr
Publisher: SAGE
ISBN: 9781412900478
Size: 46.57 MB
Format: PDF
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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.

Mapping Intermediality In Performance

Author: Sarah Bay-Cheng
Publisher: Amsterdam University Press
ISBN: 9089642552
Size: 47.92 MB
Format: PDF, Kindle
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This insightful book explores the relationship between theater and digital culture. The authors show that the marriage of traditional performance with new technologies leads to an upheaval of the implicit “live” quality of theatre by introducing media interfaces and Internet protocols, all the while blurring the barriers between theater-makers and their audience.

When Old Technologies Were New

Author: Carolyn Marvin
Publisher: Oxford University Press
ISBN: 9780198021384
Size: 15.65 MB
Format: PDF
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In the history of electronic communication, the last quarter of the nineteenth century holds a special place, for it was during this period that the telephone, phonograph, electric light, wireless, and cinema were all invented. In When old Technologies Were New, Carolyn Marvin explores how two of these new inventions--the telephone and the electric light--were publicly envisioned at the end of the nineteenth century, as seen in specialized engineering journals and popular media. Marvin pays particular attention to the telephone, describing how it disrupted established social relations, unsettling customary ways of dividing the private person and family from the more public setting of the community. On the lighter side, she describes how people spoke louder when calling long distance, and how they worried about catching contagious diseases over the phone. A particularly powerful chapter deals with telephonic precursors of radio broadcasting--the "Telephone Herald" in New York and the "Telefon Hirmondo" of Hungary--and the conflict between the technological development of broadcasting and the attempt to impose a homogenous, ethnocentric variant of Anglo-Saxon culture on the public. While focusing on the way professionals in the electronics field tried to control the new media, Marvin also illuminates the broader social impact, presenting a wide-ranging, informative, and entertaining account of the early years of electronic media.

Ambivalence Towards Convergence

Author: Tanja Storsul
Publisher: Nordiskt Informationscenter for
ISBN:
Size: 34.48 MB
Format: PDF, ePub, Docs
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The book shows a variety of understandings related to the concept of convergence, at the same time as it reflects on the analytical advantage of the concept. The contributions discuss the impact of media digitalization and to what degree the prospects of convergence are realized. The studies range from studies of institutional and regulatory change within media and cultural institutions, to analyses of communicative genres and social practices related to digital media.