Average customer rating:
- Rosetta Stone of Hypertext
- Well done!
|
The New Media Reader
Manufacturer: The MIT Press
ProductGroup: Book
Binding: Hardcover
Culture
| Business & Culture
| Computers & Internet
| Subjects
| Books
Methodology
| Software Engineering
| Computer Science
| Computers & Internet
| Subjects
| Books
General
| Computer Science
| Computers & Internet
| Subjects
| Books
General
| Software
| Computers & Internet
| Subjects
| Books
General Broadcasting
| Radio
| Entertainment
| Subjects
| Books
General
| Social Sciences
| Nonfiction
| Subjects
| Books
Methodology
| Social Sciences
| Nonfiction
| Subjects
| Books
Media Studies
| Social Sciences
| Nonfiction
| Subjects
| Books
Media And Society
| Communication
| Social Sciences
| Nonfiction
| Subjects
| Books
Social Situations
| Sociology
| Social Sciences
| Nonfiction
| Subjects
| Books
General
| Telecommunications
| Engineering
| Professional & Technical
| Subjects
| Books
Look Inside Computer Books
| Trip
| Specialty Stores
| Books
Look Inside Entertainment Books
| Trip
| Specialty Stores
| Books
Look Inside Nonfiction Books
| Trip
| Specialty Stores
| Books
All Titles
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Computers & Internet
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Entertainment
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Nonfiction
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Professional
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Similar Items:
-
The Language of New Media (Leonardo Books)
-
Digital Art (World of Art)
-
New Media Art (Taschen Basic Art Series)
-
Remediation: Understanding New Media
-
First Person: New Media as Story, Performance, and Game
ASIN: 0262232278 |
Book Description
This reader collects the texts, videos, and computer programs--many of them now almost impossible to find--that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II--when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared--and the emergence of the World Wide Web--when they entered the mainstream of public life.
The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Billy Kl?Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.
Customer Reviews:
Rosetta Stone of Hypertext.......2004-06-15
This huge tome is a must have for anyone who wants to deeply understand hypertext and its precursors. From William Burroughs to Doug Englebart and Augosto Boal to Ted Nelson this book presents a huge range of articles (and discursive commentary) of interest to computer scientists, writers, new media workers, artists and everyone in between. This is one stop shopping for new media literacy with over 800 pages of good stuff, much of it very hard to find outside of this volume.
Well done!.......2003-03-18
Fascinating, thorough in its analysis, beautifully designed reader/player. Good, well-rounded selection of texts and new media objects with no attempt to be exhaustive (to the editors' credit). I plan to use it as one of the texts in an upcoming university course.
Average customer rating:
- Wow... are we not spellchecking or editing books anymore??
- Fair information, edited by a twit.
- Excellent resourse for post-modern media theory.
- Media, stereotypes, white ideologies, marginalization.
- best text reader ever for my communication major
|
Gender, Race, and Class in Media: A Text-Reader
Manufacturer: Sage Publications, Inc
ProductGroup: Book
Binding: Paperback
America
| Race Relations
| Sociology
| Social Sciences
| Nonfiction
| Subjects
| Books
General
| Sociology
| Social Sciences
| Nonfiction
| Subjects
| Books
General
| Social Sciences
| Nonfiction
| Subjects
| Books
Media Studies
| Social Sciences
| Nonfiction
| Subjects
| Books
Public Affairs & Administration
| Government
| Nonfiction
| Subjects
| Books
Communication
| Words & Language
| Reference
| Subjects
| Books
General
| Arts & Photography
| Subjects
| Books
Look Inside Nonfiction Books
| Trip
| Specialty Stores
| Books
Look Inside Reference Books
| Trip
| Specialty Stores
| Books
All Titles
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Arts & Photography
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Nonfiction
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Reference
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Similar Items:
-
Media/Society: Industries, Images and Audiences
-
Media Messages : What Film, Television, and Popular Music Teach Us about Race, Class, Gender, and Sexual Orientation
-
Sex on the Brain: The Biological Differences Between Men and Women
-
Culture Jam: How to Reverse America's Suicidal Consumer Binge--And Why We Must
-
A Primer of Jungian Psychology
ASIN: 076192261X |
Book Description
Incisive analyses of mass media – including such forms
as talk shows, MTV, the Internet, soap operas, television sitcoms, dramatic series, pornography, and advertising—enable this provocative new edition of
Gender, Race and Class in Media to engage students in critical mass media scholarship. Issues of power related to gender, race, and class are integrated into a wide range of articles examining the economic and cultural implications of mass media as institutions, including the political economy of media production, textual analysis, and media consumption.
Ten new, original essays are included in this text, along with compelling previously published articles and book chapters by both established media scholars and new voices in the field. Together with new section introductions by Gail Dines and Jean Humez, the readings provide a solid yet accessible critical introduction to mass media studies.
Features:
- Authority. Original essays
and important reprinted articles
from renowned scholars comprise this comprehensive and diverse volume
Original essaysand important reprinted articlesfrom renowned scholars comprise this comprehensive and diverse volume
- Accessibility. Work in cultural studies and queer theory is made accessible to undergraduate students
. Work in cultural studies and queer theory is made accessible to undergraduate students
- Activist Philosophy. Extensive bibliography and media resources encourage conscientious activism.
. Extensive bibliography and media resources encourage conscientious activism.
- Integrated analysis. Race is examined throughout the text rather than treated in a separate chapter.
Race is examined throughout the text rather than treated in a separate chapter.
Original essaysand important reprinted articlesfrom renowned scholars comprise this comprehensive and diverse volume . Work in cultural studies and queer theory is made accessible to undergraduate students . Extensive bibliography and media resources encourage conscientious activism. Race is examined throughout the text rather than treated in a separate chapter.
New to the Second Edition:
- Expanded coverage of "queer" representations in mass media
- New section introductions provide readers with a guide for each section
- New section on the violence debates and a new section on the Internet
- Two sections devoted to consumerism, marketing, and advertising
Recommended for courses in mass media, feminist theory, race, class, and gender, and social theory in the Sociology, Communication, and Women’s Studies disciplines. Also recommended as a general reference title for scholars and anyone interested in the representation of race, class, and gender in the media.
Customer Reviews:
Wow... are we not spellchecking or editing books anymore??.......2007-06-21
First, let me say that the premise of each article was great for a 400- or 500-level college course and prompted many heated discussions.
But, along the lines of the other reviewer... how are we to take it seriously when we come across dozens of grammatical errors, missing words (the most prevalent error) and punctuation disasters? It read as though the articles were submitted, read by a third-grader and then stuffed hurriedly into the book for publication. A quick read by the "editors" would have found the vast majority of errors.
This is not something isolated, for 3 out of the 4 textbooks I have been assigned this summer session have dozens (yes, "dozens") of grammatical, typographical and punctuation disasters -- books well into their 2nd, 4th and 7th editions. No wonder kids graduating college habitually spell "too" as "to."
Fix the errors before you print the third edition!
Fair information, edited by a twit........2004-02-15
I could not finish reading the book, because I could not take the authors seriously. The many misspellings and mechanical errors were far to distracting. This text is a worthy example of how NOT to write a book.
Excellent resourse for post-modern media theory........1999-09-14
As the media becomes one of the most dominant means by which we frame our social reality, it becomes crucial for each of us to understand how media can become a mean to someone's own end. An excellent treatment of hegemony and dominant/ prefered readings. This should be a required text in all communication/ social science programs. But it ain't bad readin' for anyone else who consumes media either, namely you!
Media, stereotypes, white ideologies, marginalization........1999-01-11
An excellent reader explaining the media's role in perpetrating common stereotypes of historically marginalized people. Includes analysis of advertising, sexual representation, TV and music. An excellent textbook for cultural studies.
best text reader ever for my communication major.......1998-12-06
broad and complete view point on the issues that face college critics in media fields. Most comprehensive text I have been required to buy with my major. Would highly recommend to other prof.s
Average customer rating:
- Well worth it
- Authoritative and interesting
- hit-or-miss
- A Fantastic Primer on Game Theories ...
|
The Video Game Theory Reader
Mark J. P. Wolf , and
Bernard Perron
Manufacturer: Routledge
ProductGroup: Book
Binding: Paperback
Video & Electronic Games
| Puzzles & Games
| Entertainment
| Subjects
| Books
General Broadcasting
| Radio
| Entertainment
| Subjects
| Books
Popular Culture
| Social Sciences
| Nonfiction
| Subjects
| Books
Anthropology
| Social Sciences
| Nonfiction
| Subjects
| Books
| Cultural
| Ethnobotany
| Ethnology
| Evolution
| General
| History & Philosophy
| Physical
| Primitive
| Religious
| Sociobiology
General
| Social Sciences
| Nonfiction
| Subjects
| Books
Research
| Social Sciences
| Nonfiction
| Subjects
| Books
General
| Sociology
| Social Sciences
| Nonfiction
| Subjects
| Books
Social Theory
| Sociology
| Social Sciences
| Nonfiction
| Subjects
| Books
Media Studies
| Social Sciences
| Nonfiction
| Subjects
| Books
Video Games
| Games & Strategy Guides
| Computers & Internet
| Subjects
| Books
Look Inside Computer Books
| Trip
| Specialty Stores
| Books
Look Inside Entertainment Books
| Trip
| Specialty Stores
| Books
Look Inside Nonfiction Books
| Trip
| Specialty Stores
| Books
All Titles
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Computers & Internet
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Entertainment
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Nonfiction
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Similar Items:
-
The Medium of the Video Game
-
The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World
-
Handbook of Computer Game Studies
-
What Video Games Have to Teach Us About Learning and Literacy
-
Half-Real: Video Games between Real Rules and Fictional Worlds
ASIN: 0415965799 |
Book Description
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.
The Video Game Theory Reader 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 Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, 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.
The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
Customer Reviews:
Well worth it.......2006-11-10
this is not light reading. There aren't any aliens to blast, cities to conquer, or my favorite, zombies to re-kill. Instead, this is fairly scholarly tome. It puts theories about why we really love blasting, conquering and re-killing. Not to be taken lightly but well worth the effort to read the science, psychology, marketing, and art behind our games.
Authoritative and interesting.......2006-04-13
The social impact of video games as a new media has been my focus this semester at the University of Minnesota and this book has been my bible.
The articles are not only informative and thought-provoking, but very interesting. As a long-time gamer, this was an opportunity for me to look differently at a medium I thought was purely for entertainment and really see the far reaching effect that video games have not only our media and consumer culture, but also on the individual's psyche and perception of the world around him/her.
If you're a researcher or just a gamer looking for a fresh perspective on this medium, you need to buy this book.
hit-or-miss.......2005-11-19
This book is an introduction to a nascent field within new media studies: video game theory, or ludology. As such, many of the essays contained herein are trying to get a grasp on what constitutes video game studies, period. Some of the questions broached are as follows:
What would constitute a formal analysis of a video game?
What features do all video games share (what can we classify as a video game, anyhow?)
Which approaches are best for the analysis of video games: semiotics, psychoanalysis, cinema studies, cognitive psychology?
This volume takes a few baby steps towards answering those questions. Gonzalo Frasca, for instance, makes the important argument that even the simplest games cannot be considered in mere narratological terms, but must be considered as a simulation. He then uses Roger Caillois's terms paidia and ludus to establish a tentative typology of video games.
Other essays, such as Mia Consalvo's essay on the Sims and Final Fantasy IX, are more shallow and contribute little beyond a superficial plot analysis and trite comments about how radical it is that a guy can have a girl avatar (and vice-versa) in a video game.
I found Patrick Crogan's essay on Combat Flight Simulator 2 and Pearl Harbor (the movie) especially insightful, as it drew some fascinating connections between Manuel De Landa, Paul Virilio, and the simulation representational ethos (as opposed to narrative).
In conclusion, this is a really hit-or-miss collection, which is perhaps to be expected considering how marginal video game studies currently is within the academy. Nevertheless, it contains some valuable contributions to this inchoate field between its covers, which will certainly help to legitimate game studies in the future.
A Fantastic Primer on Game Theories ..........2004-01-19
The Video Game Theory Reader begins not with a bold statement or manifesto for interpreting video games but in a far more grounded manner with a foreword from Warren Robinett who is widely regarded with having revolutionised gameplay in 1978 with his design for the Atari 2600 Adventure game. Robinett opens with an obvious but inescapable question about the acceptability of video games: 'It is hard to say what ranks lower on the artistic food chain than video games. Comic books? TV sit-coms? X-rated films? These ratlike vermin at the bottom scurry to avoid the thunderous footfalls of the towering behemoths of the art world.' (vii-viii). Robinett argues that most new art forms require an 'enabling technology'-cinema had the motion picture camera-and now video games have the affordable home PC (preceded somewhat by dedicated gaming systems like the Atari, which seem to have come full circle with new console Nintendo, Playstation and Microsoft's Xbox systems). With the technology firmly entrenched and a large body of work (the games) available for analysis, it's time for the critics and theorists to pay attention. As video games become increasingly complex and, more to the point, socially entrenched, the humble video game has become a worthy subject for critical analysis and a new cultural studies field is emerging. Moreover, the fact that in the US, UK and Australia video games sales outstrip the box office takings for first release films indicates that video games are playing an increasingly substantial role in our leisure hours and social interactions. While editors Mark J. P. Wolf and Bernard Perron may be overstating the case somewhat in claiming that 'the video game has recently become the hottest and most volatile field of study within new media theory' (1) , this collection certainly goes a long way to ensuring that video game analysis will have firm critical footholds.
Wolf and Perron's excellent introduction goes a long way to illustrating that the field of video game study and theory does have both a lineage and its own proto-canon of important texts. As well as sketching the history of video game design and analysis, Wolf and Perron highlight four key elements of video games which distinguish them from the amorphous umbrella of new media: graphics, the changeable display almost always on a pixel-comprised screen; interface, the all-important connection between the game and player, which usually includes the graphics, but also speakers, microphones, keypads, joysticks, as well as onscreen elements such as sliders and menus; player activity, 'the heart of the video game experience' (15) and key to video game design; and algorithm, the program and procedures which must be to some extent unique for each different game.
Walter Holland, Henry Jenkins and Kurt Squire's first chapter 'Theory by Design' looks at the feedback loop between design, play and theory in the realm of 'edutainment'-educationally oriented games-and uses four case studies to illustrate how designing games-to-teach involves utilising, critiquing and extending video game theory. Wolf's own article in the collection looks at the role of abstraction in video games. He traces abstraction from a technological necessity, due to the processing and graphics power of the earliest game devices, to an exploratory artistic potential for current games which almost all now tend toward representational techniques and the digital holy-grail of photorealism. Alison McMahan's 'Immersion, Engagement, and Presence' then looks at methods for analysing 3-D video games as opposed to their 2-D predecessors, focusing on degrees of presence and immersion in different games and game types, including a useful case study of Myst III: Exile. Miroslaw Filiciak's 'Hyperidentities: Postmodern Identity Patterns in Massively Multiplayer Online Role-Playing Games' (MMORPGs) looks at the phenomena of MMORPGs where hundreds or thousands of game users participate in a shared virtual environment and argues that MMORPGs actualise postmodern ideas of self more so than any other medium. Filiciak's chapter, while ambitious, tends to get stuck in explicating various postmodern theories of self rather than the specifics of MMORPG gameplay, making this the weakest chapter of the collection. By contrast, Bob Rehak's 'Playing at Being: Psychoanalysis and the Avatar' intertwines a rich knowledge and appreciation for the historical spectrum of video games with an equally broad knowledge of psychoanalysis and film theory to produce a provocative chapter which explores how the video game avatar operates from a mediated mirror stage through to far more nuanced and subtle notions of identity. Torben Grodal's chapter 'Stories for Eye, Ear, and Muscles: Video Games, Media, and Embodied Experiences' starts from the premise that video games are primarily 'different realisations of real-life activities' (129) and makes the argument that the best critical tools for engaging with video games are thus drawn from cognitive psychology. Maintaining a focus on embodiment, Martti Lahti's 'As We Become Machines: Corporealised Pleasures in Video Games' examines the oft-touted idea that video games and cyberspace fetishise a 'meatless' disembodied view of subjectivity. In contrast, Lahti argues that the technologies of video games complicate corporeal responses in a number of ways, not so much erasing the body as reincorporating it in a cybernetic system which to some extent actually re-emphasises the material body for game players. Mia Consalvo's 'Hot Dates and Fairy-Tale Romances: Studying Sexuality in Video Games' also delineates how video games can complicate aspects of identity, but this chapter focuses specifically on sexuality. Consalvo conducts tight focused readings of Final Fantasy 9 and The Sims, exploring the ways sexuality is portrayed, the potential for non-heterosexual readings and activity, with the latter especially interesting in Consalvo's examination of the massively popular The Sims. Markku Eskelinen and Ragnhild Tronstad 'Video Games and Configurative Performances' add performative perspectives from theatre and drama studies, highlighting the role of pleasure in reading video games. Gonzalo Frasca's chapter 'Simulation versus Narrative: Introduction to Ludology' follows in which Frasca outlines ludology-the study of video games not anchored to analyses of narrative-and shows how useful Espen Aarseth's ideas of cybernetic texts are in studying video games as simulations rather than representations. The following two chapters by Bernard Perron and Chris Crawford both focus on interactivity and narrative, the former from a more theoretical viewpoint and the latter more technical. The final chapter, Patrick Grogan's 'Gametime: History, Narrative, and Temporality in Combat Flight Simulator 2' examines similarities between gametime, gameplay and recent feature films, such as Pearl Harbour, and concludes that gametime is inherently ergodic; temporality is dictated by the episodic experiences of the game itself.
As this brief overview illustrates, the chapters in The Video Game Theory Reader range across a huge spectrum of academic disciplines, from new media studies to cognitive psychology to literary analysis and gender studies. Most of the articles are extremely well written, making firm arguments for the importance of analysing video games in contemporary society, and providing many theoretical tools with which future work can be performed. Video game analysis and ludology may be a newly emerging field, but The Video Game Theory Reader guarantees that it's a field which will have considerable theoretical groundings and provide important insight into contemporary popular culture.
Customer Reviews:
Okay book--if you don't have an alternative.......2007-03-18
I ordered this book from Amazon along with two other dictionaries of symbols. I like this one the least. While it seems to be relatively thorough, it had misinformation (or, to put it kindly, "ambiguous and incomplete language") and bias in the first two entries I looked up. This dictionary says that Joan of Arc "died by the sword" (without the quotes). Everyone knows she was burned at the stake. If the author was being figurative, he should have been more careful, esp. when he doesn't elaborate on Joan's actual history. Second, under "sword" he states that because Genesis describes an angel posted at the gate of the Garden of Eden "with a flaming sword," and swords weren't invented then (traditionally, 4,000 BC), this shows that "the Biblical account does not date from the era it describes." This is an astoundingly stupid statement, especially from someone who presumably specializes in historic research. By definition, ALL history is written after the events that took place, especially accounts (or myths) set in pre-history. Plus, the sword in question is wielded by an angel, a supernatural figure not constrained by time or human (physical/geological) limitations.
This author also says that the Japanese short sword, the wakizashi, was used for ritual suicide. Maybe, sometimes. But usually it was the tanto, or long knife that was used for sepeku.
Buy Jack Tresidder,'s "Complete Dictionary of Symbols" instead. It has the same number of entries (2000), but is about 60 pages longer. It has a much more attractive layout, very useful cross-referencing and specially highlighted "boxed" articles. More important, it also footnotes many of its key sources--something Biedermann doesn't bother with.
I keep it where I can read it best!.......2006-03-03
Okay -- I'll admit that I have it in the bathroom, but only because I want to read every item and it is a good place for quick reading.
As an aspiring writer of fantasy -- which I don't understand because I don't care for fantasy -- I need to have some understand of these symbols and how they relate to my stories. I have been able to connect bits and pieces into my understanding and imagination and come up with a new way to express the details of the pictures I have in my head.
This is, by far, one of the most useful reference books I have.
Invaluable research tool..........2004-05-30
This is an essential lexicon for the numerous symbols and cultural icons that have appeared or have their origins mainly in the western tradition. After reading the many definitions, it dawned on me that many symbols are simply misunderstood by popular culture and used in the wrong context. This text also takes the meaning of certain symbols and traces their root derivations, showing that meaning changes as the culture changes; and that different cultures use the same icon or symbol for entirely different purposes. Because our world is rife with signifiers, it would be a daunting task indeed to provide a comprehensive collection. Though what Biedermann has done is capture those symbols and icons that he believes have been the most significant throughout western civilization.
A good example of a symbol that has been appropriated is the swastika. Anyone seeing this symbol in present time will associate it with Adolf Hitler's Nazi party. However this symbol has it roots from a pre-Aryan civilization, Mohenjo-Daro, circa 2000 B.C., in ancient China. It was also seen in old Buddhist traditions and certain Gnostic sects in late antiquity.
This important text would be invaluable in any researcher's library as it contains nearly 600 entries and over 2000 symbols. Highly recommended for students of history, religion and philosophy.
A wonderful, comprehensive resource!.......2003-07-07
I refer to the Dictionary of Symbolism so often that I always keep it close at hand. It is a wonderful resource for anyone interested in mythology, Jungian dream analysis, biblical symbolism, cross-cultural meanings and myths, the history of symbols, etc. This is no simple listing of symbolic meanings -- it is a substantial book with extensive information on each entry, very often with illustrations.
For example, someone mentioned the "Chicken Little" story recently, and I looked up the word "hen." There I found an entry describing both the positive and negative symbolism of hens as protective mothers and also as foolish, confused birds, with two illustrations and information from Matthew, Africa and Europe. I was surprised to find so much. On the same day I looked up Prometheus, Mercury and "rock."
Not only are the entries detailed, but there are an enormous number of them. The index at the back is a great cross-listing. Unfortunately, for every symbol in the universe to be listed, there would need to be several volumes. But for a single volume, this one is pretty comprehensive.
I agree........2002-12-15
This book is full of interesting information on symbolism from throughout history, from many cultures. It has a very extensive dictionary from A to Z of symbolism and cultural icons, with quite a few illustrations. In the back there is also a Pictorial Index of symbols along with page numbers to help make searching for them easier.
Book Description
The term "new media" rose to prominence in the 1990s, superseding "multi-media" in business, art, and culture. The phrase obstinately portrays other media as old or dead. But what, if anything, is truly unique or revolutionary about new media?
New Media, Old Media is a comprehensive anthology of original and classic essays that explore the tensions of old and new in digital culture. Leading international media scholars and cultural theorists interrogate new media like the Internet, digital video, and MP3s against the backdrop of earlier media such as television, film, photography, and print. The essays provide new benchmarks for evaluating all those claims--political, social, ethical--made about the digital age. Committed to historical research and to theoretical innovation, they suggest that in the light of digital programmability, seemingly forgotten moments in the history of the media we glibly call old can be rediscovered and transformed. The many topics explored in provocative volume include websites, webcams, the rise and fall of dotcom mania, Internet journalism, the open source movement, and computer viruses.
New Media, Old Media is a foundational text for general readers, students, and scholars of new media across the disciplines. It is essential reading for anyone interested in understanding the cultural impact of new media.
Book Description
In response to rapid changes in the emerging interdisciplinary field of visual culture, this thoroughly revised and updated second edition of The Visual Culture Reader, the first and leading collection of essays on the topic, brings together the key writings, covering a wealth of visual forms including photography, painting, sculpture, fashion, advertising, virtual reality, and other electronic imaging systems. The second edition features a new introduction, new sections and section introductions, 40 illustrations and previously unpublished material by key writers in the field.
The Visual Culture Reader features introductory essays tracing the development of visual culture studies over the last fifteen years, and extracts grouped into thematic sections, each prefaced by an introduction by the editor. Essays by: Irit Rogoff, Ella Shohat, Jonathan L. Beller, WJT Mitchell, René Descartes, Karl Marx, WEB DuBois, Marshall McLuhan, Frantz Fanon, Roland Barthes, Guy Debord, Louis Althusser, Jean Beaudrillard, Judith Butler, N. Katherine Hayles, Kobena Mercer, Nestor Garlia Canclini, Arjun Appadurai, Nicholas Mirzoeff, Lisa Bloom, Michel Foucault, Geoffrey Batchen, Wendy Chun, Lisa Nakamura, Thomas Campanella, Lisa Parks, Anne Friedberg, Lev Manovich, May Joseph, David Joselit, Tara McPherson, Toby Miller, Andrew Ross, John Fiske, Anne Reynolds, Michele Wallace, Marita Sturken, Donna Haraway, Lisa Cartwright, Anne Balsamo, Amelia Jones, Terry Smith, Timothy Mitchell, Anne McClintock, Malek Alloula, Suzanne Preston Blier, Jill Casid, Adrian Piper, Coco Fusco, Olu Oguibe, Orianna Baddeley, Anthea Callen, Tamar Garb, Thomas Waugh, Reina Lewis, Raiford Morris, Joanne Morra, Marquard Smith, Omayra Cruz, Jacques Lacan, Robert Stam, Carol Mavor, Judith Halberstam
Customer Reviews:
nice collection of important texts!.......1999-08-29
indeed a very nice collection of important text into the visual culture around us
Book Description
The Television Studies Reader brings together key writings in the growing field of television studies, providing an invaluable overview of the development of the field, and addressing issues of industry, genre, audiences, production and ownership, and representation.
The Reader charts the ways in which television and television studies are being redefined to include new and "alternative" forms and technologies such as cable television, direct satellite/digital broadcasting, home video, video art, video/digital applications on the internet, interactive TV, video surveillance, and converging media. It explores the recent boom in reality TV and includes discussions of television programs and practices from around the world. The Reader comprises 44 foundational and cutting-edge articles from an international cast of contributors, situating the study of television in relation both to its global reach and to the many and varied local contexts of its production and reception, and laying out a wide array of approaches to the study of the changing phenomenon of television around the world. The essays are organized in seven themed sections: * Institutions of Television * Spaces of Television * Modes of Television * Making Television * Social Representation on Television * Watching Television * Transforming Television Key features include a comprehensive bibliography and a list of further reading.
Book Description
The Persistence of History examines how the moving image has completely altered traditional modes of historical thought and representation. Exploring a range of film and video texts, from The Ten Commandments to the Rodney King video, from the projected work of documentarian Errol Morris to Oliver Stone's JFK and Spielberg's Schindler's List, the volume questions the appropriate forms of media for making the incoherence and fragmentation of contemporary history intelligible.
Book Description
"This collection of classic essays in the study of visual culture fills a major gap in this new and expanding intellectual field. Its major strength is its insistence on the importance of three central aspects of the study of visual culture: the sign, the institution and the viewing subject. It will provide readers, teachers and students with an essential text in visual and cultural studies." -
Janet Wolff, University of Rochester
Visual Culture: The Reader provides an invaluable resource of over 30 key statements from a wide range of disciplines. Although underpinned by a focus on contemporary cultural theory, this reader puts issues of visual culture and the rhetoric of the image at centre stage.
Divided into three parts, The Culture of the Visual, Regulating Photographic Meaning, Looking and Subjectivity, this reader enables students to make hitherto unmade connections across art, film and photography history and theory, semiotics, history, semiotics and communications, media studies, and cultural theory. The key statements are from the work of:
Visual Culture: The Reader sets the agenda for the study of Visual Culture and will be an essential sourcebook for researchers and students alike.
This is the reader for the module The Image and Visual Culture (D850) - part of The Open University Masters in Social Sciences Programme.
Customer Reviews:
great selection of essays dealing with visual culture.......2000-09-20
this selection of essays offer a wide understanding of all the arenas in which visual analysis can take place. it has an introduction about what is visual culture and essays from academics such as j. clifford, m. de certeau, g. pollock, etc. it is a review on the history of visuality and the implications of visual culture in the arenas of the representation of race, class, gender, sexual orientation, etc. You wont regret buying this book if you are interested in the study of visual culture.
Book Description
This edited volume of 19 readings is designed to complement and enhance the main text ONLY CONNECT: A CULTURAL HISTORY OF BROADCASTING. Readings span and cover the key eras of broadcast development.
Books:
- The Passion: Photography from the Movie "The Passion of the Christ"
- The Phantom of the Opera - piano vocal Selections
- The Quiet American (Penguin Classics Deluxe Edition)
- The Round-Up: A Pictorial History of Western Movie and Television Stars Through the Years
- The Screenwriter's Bible: A Complete Guide to Writing, Formatting, and Selling Your Script
- The Ultimate Fake Book: C Edition (Fake Book Series)
- The Urban Generation: Chinese Cinema and Society at the Turn of the Twenty-First Century
- The Writer's Journey, Second Edition: Mythic Structure for Writers
- Theory Essentials, Volume I (with Audio CD): An Integrated Approach to Harmony, Ear Training, and Keyboard Skills
- This Is Your Brain on Music: The Science of a Human Obsession
Books Index
Books Home
Recommended Books
- Baseball Between the Numbers: Why Everything You Know About the Game Is Wrong
- The Invention of Hugo Cabret
- Retirement: Your Best Years Have Just Begun
- Suburban Warriors: The Origins of the New American Right
- T.R.: The Last Romantic
- The Sense and Sensibility: Screenplay & Diaries : Bringing Jane Austen's Novel to Film
- Strolling with Our Kin: Speaking for and Respecting Voiceless Animals
- Tourism Partnerships in Asia
- Put Options : How to Use This Powerful Financial Tool for Profit & Protection
- Brazil Company Handbook 2001-2002