On Stories


Richard Kearney - 2001
    The author also considers the stories of nations and how these may affect the way a national identity can emerge from stories. He looks at the stories of Romulus and Remus in the founding of Rome, the hidden agenda of stories in the antagonism between Britain and Ireland and how stories of alienation in film such as Aliens and Men in Black reveal often disturbing narratives at work in projections of North American national identity. Throughout, On Stories stresses that far from heralding the demise of the story, the digital and supposedly postmodern era opens up powerful new ways of thinking about narrative.

Subculture: The Meaning of Style


Dick Hebdige - 1979
    Hebdige [...] is concerned with the UK's postwar, music-centred, white working-class subcultures, from teddy boys to mods and rockers to skinheads and punks.' - Rolling StoneWith enviable precision and wit Hebdige has addressed himself to a complex topic - the meanings behind the fashionable exteriors of working-class youth subcultures - approaching them with a sophisticated theoretical apparatus that combines semiotics, the sociology of devience and Marxism and come up with a very stimulating short book - Time OutThis book is an attempt to subject the various youth-protest movements of Britain in the last 15 years to the sort of Marxist, structuralist, semiotic analytical techniques propagated by, above all, Roland Barthes. The book is recommended whole-heartedly to anyone who would like fresh ideas about some of the most stimulating music of the rock era - The New York Times

Powers of Horror: An Essay on Abjection


Julia Kristeva - 1980
    . . Powers of Horror is an excellent introduction to an aspect of contemporary French literature which has been allowed to become somewhat neglected in the current emphasis on paraphilosophical modes of discourse. The sections on Céline, for example, are indispensable reading for those interested in this writer and place him within a context that is both illuminating and of general interest." -Paul de Man

Poststructuralism: A Very Short Introduction


Catherine Belsey - 2002
    Following a brief account of the historical relationship between structuralism and poststructuralism, this Very Short Introduction traces the key arguments that have ledpoststructuralists to challenge traditional theories of language and culture. While the author discusses such well-known figures as Barthes, Foucault, Derrida, and Lacan, she also draws pertinent examples from literature, art, film, and popular culture, unfolding the poststructuralist account ofwhat it means to be a human being.About the Series: Combining authority with wit, accessibility, and style, Very Short Introductions offer an introduction to some of life's most interesting topics. Written by experts for the newcomer, they demonstrate the finest contemporary thinking about the central problems and issues in hundredsof key topics, from philosophy to Freud, quantum theory to Islam

Morphology of the Folktale


Vladimir Propp - 1928
    -- Alan Dundes. Propp's work is seminal...[and], now that it is available in a new edition, should be even more valuable to folklorists who are directing their attention to the form of the folktale, especially to those structural characteristics which are common to many entries coming from even different cultures. -- Choice

Convergence Culture: Where Old and New Media Collide


Henry Jenkins - 2006
    He takes us into the secret world of "Survivor" Spoilers, where avid internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young "Harry Potter" fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how "The Matrix" has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war.Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children.

The Monstrous-Feminine: Film, Feminism, Psychoanalysis


Barbara Creed - 1993
    In The Monstrous-Feminine Barbara Creed challenges this patriarchal view by arguing that the prototype of all definitions of the monstrous is the female reproductive body.With close reference to a number of classic horror films including the Alien trilogy, The Exorcist and Psycho, Creed analyses the seven `faces' of the monstrous-feminine: archaic mother, monstrous womb, vampire, witch, possessed body, monstrous mother and castrator. Her argument that man fears woman as castrator, rather than as castrated, questions not only Freudian theories of sexual difference but existing theories of spectatorship and fetishism, providing a provocative re-reading of classical and contemporary film and theoretical texts.

Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules


Jeff Johnson - 2010
    But as the field evolves, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In "Designing with the Mind in Mind," Jeff Johnson, author of the best selling "GUI Bloopers," provides designers with just enough background in perceptual and cognitive psychology that UI design guidelines make intuitive sense rather than being just a list of rules to follow. * The first practical, all-in-one source for practitioners on user interface design rules and why, when and how to apply them.* Provides just enough background into the reasoning behind interface design rules that practitioners can make informed decisions in every project.* Gives practitioners the insight they need to make educated design decisions when confronted with tradeoffs, including competing design rules, time constrictions, or limited resources.

The Empty Space: A Book About the Theatre: Deadly, Holy, Rough, Immediate


Peter Brook - 1968
    As relevant as when it was first published in 1968, groundbreaking director and cofounder of the Royal Shakespeare Company Peter Brook draws on a life in love with the stage to explore the issues facing a theatrical performance—of any scale. He describes important developments in theatre from the last century, as well as smaller scale events, from productions by Stanislavsky to the rise of Method Acting, from Brecht’s revolutionary alienation technique to the free form happenings of the 1960s, and from the different styles of such great Shakespearean actors as John Gielgud and Paul Scofield to a joyous impromptu performance in the burnt-out shell of the Hamburg Opera just after the war. Passionate, unconventional, and fascinating, this book shows how theatre defies rules, builds and shatters illusions, and creates lasting memories for its audiences.

Clipping Through: One Mad Week In Video Games


Leigh Alexander - 2014
    The veteran game journalist takes you inside the curious experience of life and work in video games -- through the lens of one week spent at the incredible Game Developers Conference.Available in epub, mobi (kindle compatible), microsoft word, and pdf formats.

The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't


Nick Yee - 2014
    Yet inhabitants of virtual worlds rarely achieve this liberty, game researcher Nick Yee contends. Though online games evoke freedom and escapism, Yee shows that virtual spaces perpetuate social norms and stereotypes from the offline world, transform play into labor, and inspire racial scapegoating and superstitious thinking. And the change that does occur is often out of our control and effected by unparalleled—but rarely recognized—tools for controlling what players think and how they behave. Using player surveys, psychological experiments, and in-game data, Yee breaks down misconceptions about who plays fantasy games and the extent to which the online and offline worlds operate separately. With a wealth of entertaining and provocative examples, he explains what virtual worlds are about and why they matter, not only for entertainment but also for business and education. He uses gaming as a lens through which to examine the pressing question of what it means to be human in a digital world. His thought-provoking book is an invitation to think more deeply about virtual worlds and what they reveal to us about ourselves.

Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution


Heather Chaplin - 2005
    What started as a game of Pong, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed? In Smartbomb, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.

Dungeons & Dreamers: A Story of how Computer Games Created a Global Community


Brad King - 2003
    D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

Unclaimed Experience: Trauma, Narrative and History


Cathy Caruth - 1996
    Through the notion of trauma, she contends, we come to a new understanding that permits history to arise where immediate understanding is impossible. In her wide-ranging discussion, Caruth engages Freud's theory of trauma as outlined in Moses and Monotheism and Beyond the Pleasure Principle; the notion of reference and the figure of the falling body in de Man, Kleist, and Kant; the narratives of personal catastrophe in Hiroshima mon amour; and the traumatic address in Lecompte's reinterpretation of Freud's narrative of the dream of the burning child.

The Practice of Everyday Life


Michel de Certeau - 1980
    In exploring the public meaning of ingeniously defended private meanings, de Certeau draws brilliantly on an immense theoretical literature in analytic philosophy, linguistics, sociology, semiology, and anthropology--to speak of an apposite use of imaginative literature.