Media and Cultural Studies: Key Works


Meenakshi Gigi Durham - 2001
    Bringing together a range of core texts into one volume, this acclaimed anthology offers the definitive resource in culture, media, and communication.A fully revised new edition of the bestselling anthology in this dynamic and multidisciplinary field New contributions include essays from Althusser through to Henry Jenkins, and a completely new section on Globalization and Social Movements Retains important emphasis on the giant thinkers and "makers" of the field: Gramsci on hegemony; Althusser on ideology; Horkheimer and Adorno on the culture industry; Raymond Williams on Marxist cultural theory; Habermas on the public sphere; McLuhan on media; Chomsky on propaganda; hooks and Mulvey on the subjects of visual pleasure and oppositional gazes Features a substantial critical introduction, short section introductions and full bibliographic citations

The Unwritten Rules of Ph.D. Research


Gordon Rugg - 2004
    I did the basic research for my PhD in about twelve months, then spent two years writing up the results - and producing possibly too much. It succeeded, but I think I might have made a better job of it if I had read a book like this first. But they didn't exist in those days." Mantex This book looks at things the other books don’t tell you about doing a PhD - what it’s really like and how to come through it with a happy ending! It covers all the things you wish someone had told you before you started: What a PhD is really about, and how to do one well The "unwritten rules" of research and of academic writing What your supervisor actually means by terms like "good referencing" and "clean research question" How to write like a skilled researcher How academic careers really work An ideal resource if someone you care about (including yourself!) is undergoing or considering a PhD. This book turns lost, clueless students back into people who know what they are doing, and who can enjoy life again.

Description & Setting


Ron Rozelle - 2005
    This nuts-and-bolts guide - complete with practical exercises at the end of each chapter - gives you all the tips and techniques you need to:Establish a realistic sense of time and placeUse description and setting to drive your storyCraft effective description and setting for different genresSkillfully master showing vs. tellingWith dozens of excerpts from some of today's most popular writers, Write Great Fiction: Description & Setting gives you all the information you need to create a sharp and believable world of people, places, events, and actions.

The Information: A History, a Theory, a Flood


James Gleick - 2011
    The story of information begins in a time profoundly unlike our own, when every thought and utterance vanishes as soon as it is born. From the invention of scripts and alphabets to the long-misunderstood talking drums of Africa, Gleick tells the story of information technologies that changed the very nature of human consciousness. He provides portraits of the key figures contributing to the inexorable development of our modern understanding of information: Charles Babbage, the idiosyncratic inventor of the first great mechanical computer; Ada Byron, the brilliant and doomed daughter of the poet, who became the first true programmer; pivotal figures like Samuel Morse and Alan Turing; and Claude Shannon, the creator of information theory itself. And then the information age arrives. Citizens of this world become experts willy-nilly: aficionados of bits and bytes. And we sometimes feel we are drowning, swept by a deluge of signs and signals, news and images, blogs and tweets. The Information is the story of how we got here and where we are heading.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

The Forest for the Trees


Betsy Lerner - 2000
    From her long experience working with successful writers and discovering new voices, Lerner looks at different writer personality types and addresses the concerns of writers just getting started as well as those stalled mid-career.

Beginnings, Middles & Ends


Nancy Kress - 1992
    Keep them tight and crisp throughout. Conclude them with a wallop.Is the story or novel you've been carrying around in your head the same one you see on the page? Or does the dialogue suddenly sound flat and predictable? Do the events seem to ramble?Translating a flash of inspiration into a compelling story requires careful crafting. The words you choose, how you describe characters, and the way you orchestrate conflict all make the difference--the difference between a story that is slow to begin, flounders midway, or trails off at the end--and one that holds the interest of readers and editors to the final page.By demonstrating effective solutions for potential problems at each stage of your story, Nancy Kress will help you...hook the editor on the first three paragraphs make--and keep--your story's "implicit promise"build drama and credibility by controlling your prose Dozens of exercises help you strengthen your short story or novel. Plus, you'll sharpen skills and gain new insight into...the price a writer pays for flashbacks six ways characters should "reveal" themselves techniques for writing--and rewriting Let this working resource be your guide to successful stories--from beginning to end.

Complex TV: The Poetics of Contemporary Television Storytelling


Jason Mittell - 2015
    One of the most notable impacts of these shifts is the emergence of highly complex and elaborate forms of serial narrative, resulting in a robust period of formal experimentation and risky programming rarely seen in a medium that is typically viewed as formulaic and convention bound.Complex TV offers a sustained analysis of the poetics of television narrative, focusing on how storytelling has changed in recent years and how viewers make sense of these innovations. Through close analyses of key programs, including The Wire, Lost, Breaking Bad, The Sopranos, Veronica Mars, Curb Your Enthusiasm, and Mad Men the book traces the emergence of this narrative mode, focusing on issues such as viewer comprehension, transmedia storytelling, serial authorship, character change, and cultural evaluation. Developing a television-specific set of narrative theories, Complex TV argues that television is the most vital and important storytelling medium of our time.

Liveness: Performance in a Mediatized Culture


Philip Auslander - 1999
    This provocative book tackles some of the enduring 'sacred truths' surrounding the high cultural status of the live event.

Academic Writing for Graduate Students: Essential Tasks and Skills


John M. Swales - 1994
    Like its predecessor, this edition of Academic Writing for Graduate Students" explains understanding the intended audience, the purpose of the paper, and academic genres." includes the use of task-based methodology, analytic group discussion, and genre consciousness-raising." shows how to write summaries and critiques." features "language focus" sections that address linguistic elements as they affect the wider rhetorical objectives." helps students position themselves as junior scholars in their academic communities.The Commentary has also been revised and is available.

The Story and Its Writer: An Introduction to Short Fiction


Ann Charters - 1983
    This brief edition of the most widely adopted book of its kind offers all of the editorial features of the longer book with about half the stories and writer commentaries in a shorter, less expensive format.

Steering the Craft: Exercises and Discussions on Story Writing for the Lone Navigator or the Mutinous Crew


Ursula K. Le Guin - 1998
    Le Guin generously shares the accumulated wisdom of a lifetime's work.

On Writing


Ernest Hemingway - 1984
    In his novels and stories, in letters to editors, friends, fellow artists, and critics, in interviews and in commissioned articles on the subject, Hemingway wrote often about writing. And he wrote as well and as incisively about the subject as any writer who ever lived…This book contains Hemingway’s reflections on the nature of the writer and on elements of the writer’s life, including specific and helpful advice to writers on the craft of writing, work habits, and discipline. The Hemingway personality comes through in general wisdom, wit, humor, and insight, and in his insistence on the integrity of the writer and of the profession itself.—From the Preface by Larry W. Phillips

Database Systems: A Practical Approach to Design, Implementation and Management


Thomas M. Connolly - 1995
    Meant for students and professionals, it includes explanations using case studies. The design methodology is divided into conceptual, logical, and physical.

Gamer Theory


McKenzie Wark - 2007
    Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.