Book picks similar to
Anime’s Media Mix: Franchising Toys and Characters in Japan by Marc Steinberg
japan
non-fiction
anime
light-novel-anime
The Sociological Imagination
C. Wright Mills - 1959
Wright Mills is best remembered for his highly acclaimed work The Sociological Imagination, in which he set forth his views on how social science should be pursued. Hailed upon publication as a cogent and hard-hitting critique, The Sociological Imagination took issue with the ascendant schools of sociology in the United States, calling for a humanist sociology connecting the social, personal, and historical dimensions of our lives. The sociological imagination Mills calls for is a sociological vision, a way of looking at the world that can see links between the apparently private problems of the individual and important social issues.
The Net Delusion: The Dark Side of Internet Freedom
Evgeny Morozov - 2010
Yet for all the talk about the democratizing power of the Internet, regimes in Iran and China are as stable and repressive as ever. In fact, authoritarian governments are effectively using the Internet to suppress free speech, hone their surveillance techniques, disseminate cutting-edge propaganda, and pacify their populations with digital entertainment. Could the recent Western obsession with promoting democracy by digital means backfire?In this spirited book, journalist and social commentator Evgeny Morozov shows that by falling for the supposedly democratizing nature of the Internet, Western do-gooders may have missed how it also entrenches dictators, threatens dissidents, and makes it harder - not easier - to promote democracy. Buzzwords like "21st-century statecraft" sound good in PowerPoint presentations, but the reality is that "digital diplomacy" requires just as much oversight and consideration as any other kind of diplomacy.Marshaling compelling evidence, Morozov shows why we must stop thinking of the Internet and social media as inherently liberating and why ambitious and seemingly noble initiatives like the promotion of "Internet freedom" might have disastrous implications for the future of democracy as a whole.
The Gebusi: Lives Transformed in a Rainforest World
Bruce M. Knauft - 2004
It uses personal stories and ethnographic examples to connect developments among Gebusi to topics that are considered in anthropology courses.
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
The Sane Society
Erich Fromm - 1955
In this study, he reaches further and asks: “Can a society be sick?” He finds that it can, arguing that Western culture is immersed in a “pathology of normalcy” that affects the mental health of individuals. In The Sane Society, Fromm examines the alienating effects of modern capitalism, and discusses historical and contemporary alternatives, particularly communitarian systems. Finally, he presents new ideas for a re-organization of economics, politics, and culture that would support the individual’s mental health and our profound human needs for love and freedom.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The Image: A Guide to Pseudo-Events in America
Daniel J. Boorstin - 1961
Boorstin’s prophetic vision of an America inundated by its own illusions has become an essential resource for any reader who wants to distinguish the manifold deceptions of our culture from its few enduring truths.Cover design by Matt Dorfman.
Film Art: An Introduction
David Bordwell - 2003
It begins with an overview of film production, moves on to a consideration of the formal elements and techniques, covers film criticism and concludes with a brief section highlighting the key moments in film history. Illustrated with over 500 frame enlargements, many in colour, "Film Art" has been updated to include analysis of some of the most interesting films of recent years including "Raging Bull" and "Desperately Seeking Susan".
The Monster Show: A Cultural History of Horror
David J. Skal - 1993
Skal chronicles one of our most popular and pervasive modes of cultural expression. He explores the disguised form in which Hollywood's classic horror movies played out the traumas of two world wars and the Depression; the nightmare visions of invasion and mind control catalyzed by the Cold War; the preoccupation with demon children that took hold as thalidomide, birth control, and abortion changed the reproductive landscape; the vogue in visceral, transformative special effects that paralleled the development of the plastic surgery industry; the link between the AIDS epidemic and the current fascination with vampires; and much more. Now with a new Afterword by the author that looks at horror's popular renaissance in the last decade, The Monster Show is a compulsively readable, thought-provoking inquiry into America's obsession with the macabre.
Kawaii!: Japan's Culture of Cute
Manami Okazaki - 2013
From cute handwriting came manga, Hello Kitty, and Harajuku, and the kawaii aesthetic now affects every aspect of Japanese life. As colorful as its subject matter, this book contains numerous interviews with illustrators, artists, fashion designers, and scholars. It traces the roots of the movement from sociological and anthropological perspectives and looks at kawaii's darker side as it morphs into gothic and gloomy iterations. Best of all, it includes hundreds of colorful photographs that capture kawaii's ubiquity: on the streets and inside homes, on lunchboxes and airplanes, in haute couture and street fashion, in cafes, museums, and hotels.
Myths of Gender: Biological Theories about Women and Men
Anne Fausto-Sterling - 1987
Features a new chapter and afterward on recent biological breakthroughs.
Teenage: The Creation of Youth Culture
Jon Savage - 2007
Rather, the teenager as icon can be traced back to the 1890s, when the foundations for the new century were laid in urban youth culture. Teenage: The Creation of Youth Culture is a monumental cultural history that charts the spread of the American ideal of youth through England and Europe and around the world. From Peter Pan to Oscar Wilde, Anne Frank to the Wizard of Oz, Savage documents youth culture’s development as a commodity and an industry from the turn of the last century to its current driving force in the global economy. Fusing film, music, literature, diaries, fashion, and art, this epic cultural history is an astonishing and surprising chronicle of modern life sure to appeal to pop culture fans, social history buffs, and anyone who has ever been a teenager.
The Culture Industry
Theodor W. Adorno - 1944
It is out of this background that the great critic Theodor Adorno emerged. His finest essays are collected here, offering the reader unparalleled insights into Adorno's thoughts on culture. He argued that the culture industry commodified and standardized all art. In turn this suffocated individuality and destroyed critical thinking. At the time, Adorno was accused of everything from overreaction to deranged hysteria by his many detractors. In today's world, where even the least cynical of consumers is aware of the influence of the media, Adorno's work takes on a more immediate significance. The Culture Industry is an unrivalled indictment of the banality of mass culture.