Book picks similar to
Understanding Video Games: The Essential Introduction by Simon Egenfeldt-Nielsen
non-fiction
games
video-games
video-game-studies
The Location of Culture
Homi K. Bhabha - 1994
In The Location of Culture, he uses concepts such as mimicry, interstice, hybridity, and liminality to argue that cultural production is always most productive where it is most ambivalent. Speaking in a voice that combines intellectual ease with the belief that theory itself can contribute to practical political change, Bhabha has become one of the leading post-colonial theorists of this era.
Utopia
Thomas More
The book is a frame narrative primarily depicting a fictional island society as described by the character Raphael Hythloday who lived there some years, who describes and its religious, social and political customs.
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.
Postcolonialism: A Very Short Introduction
Robert J.C. Young - 2001
This Very Short Introduction discusses both the history and key debates of postcolonialism, and considers its importance as a means of changing the way we think about the world.Robert J. C. Young examines the key strategies that postcolonial thought has developed to engage with the impact of sometimes centuries of western political and cultural domination. Situating the discussion in a wide cultural and geographical context, he draws on examples such as the status of indigenous peoples, of those dispossessed from their land, Algerian rai music, and global social and ecological movements. In this new edition he also includes updated material on race, slavery, and postcolonial gender politics. Above all, Young argues that postcolonialism offers a political philosophy of activism that contests the current situation of global inequality, which in a new way continues the anti-colonial struggles of the past and enables us to decolonize our own lives in the present.ABOUT THE SERIES: The Very Short Introductions series from Oxford University Press contains hundreds of titles in almost every subject area These pocket-sized books are the perfect way to get ahead in a new subject quickly Our expert authors combine facts, analysis, perspective, new ideas, and enthusiasm to make interesting and challenging topics highly readable
How to Write a Lot: A Practical Guide to Productive Academic Writing
Paul J. Silvia - 2007
Writing is hard work and can be difficult to wedge into a frenetic academic schedule.This revised and updated edition of Paul Silvia's popular guide provides practical, light-hearted advice to help academics overcome common barriers and become productive writers. Silvia's expert tips have been updated to apply to a wide variety of disciplines, and this edition has a new chapter devoted to grant and fellowship writing.
The Multiplayer Classroom: Designing Coursework as a Game
Lee Sheldon - 2011
THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!
The Norton Anthology of English Literature, Vol. E: The Victorian Age
M.H. AbramsJahan Ramazani - 1999
Under the direction of Stephen Greenblatt, General Editor, the editors have reconsidered all aspects of the anthology to make it an even better teaching tool.
Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time
Bill Loguidice - 2009
Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
Dimensions of Human Behavior: The Changing Life Course
Elizabeth D. Hutchison - 2003
It examines general patterns of human behavior in age-graded periods, sources of diversity in life course trajectories, and unique life stories. It is multidimensional in scope and current in theory and research. This completely revised second edition maintains the use of case studies to help students appreciate the diversity of life course trajectories, and all chapters have been updated to reflect social trends and new developments in theory and research. To reflect the trend toward finer gradations in life phases, this edition addresses nine age-graded periods instead of the six presented in the first edition: Conception, Pregnancy, and Birth; Infancy and Toddlerhood; Early Childhood; Middle Childhood; Adolescence; Young Adulthood; Middle Adulthood; Late Adulthood; and Very Late Adulthood. The Changing Life Course is the companion volume to Person and Environment (ISBN 0-7619-8765-7). The two volumes are also available as a Two-Volume Kit (ISBN 0-7619-8803-3). An Instructor′s Manual containing chapter summaries, suggested classroom activities and discussions, and essay and multiple choice questions is also available (ISBN: 0-7619-8804-1).
Reading the Romance: Women, Patriarchy, and Popular Literature
Janice A. Radway - 1984
Among those who have disparaged romance reading are feminists, literary critics, and theorists of mass culture. They claim that romances enforce the woman reader's dependence on men and acceptance of the repressive ideology purveyed by popular culture. Radway questions such claims, arguing that critical attention "must shift from the text itself, taken in isolation, to the complex social event of reading." She examines that event, from the complicated business of publishing and distribution to the individual reader's engagement with the text.Radway's provocative approach combines reader-response criticism with anthropology and feminist psychology. Asking readers themselves to explore their reading motives, habits, and rewards, she conducted interviews in a midwestern town with forty-two romance readers whom she met through Dorothy Evans, a chain bookstore employee who has earned a reputation as an expert on romantic fiction. Evans defends her customers' choice of entertainment; reading romances, she tells Radway, is no more harmful than watching sports on television."We read books so we won't cry" is the poignant explanation one woman offers for her reading habit. Indeed, Radway found that while the women she studied devote themselves to nurturing their families, these wives and mothers receive insufficient devotion or nurturance in return. In romances the women find not only escape from the demanding and often tiresome routines of their lives but also a hero who supplies the tenderness and admiring attention that they have learned not to expect.The heroines admired by Radway's group defy the expected stereotypes; they are strong, independent, and intelligent. That such characters often find themselves to be victims of male aggression and almost always resign themselves to accepting conventional roles in life has less to do, Radway argues, with the women readers' fantasies and choices than with their need to deal with a fear of masculine dominance.These romance readers resent not only the limited choices in their own lives but the patronizing atitude that men especially express toward their reading tastes. In fact, women read romances both to protest and to escape temporarily the narrowly defined role prescribed for them by a patriarchal culture. Paradoxically, the books that they read make conventional roles for women seem desirable. It is this complex relationship between culture, text, and woman reader that Radway urges feminists to address. Romance readers, she argues, should be encouraged to deliver their protests in the arena of actual social relations rather than to act them out in the solitude of the imagination.In a new introduction, Janice Radway places the book within the context of current scholarship and offers both an explanation and critique of the study's limitations.
The Interpretation of Cultures
Clifford Geertz - 1973
This groundbreaking book, winner of the 1974 Sorokin Award of the American Sociological Association, helped define for an entire generation of anthropologists what their field is ultimately about.
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.
Democracy in America
Alexis de Tocqueville - 1835
Alexis de Tocqueville, a young French aristocrat, came to the young nation to investigate the functioning of American democracy & the social, political & economic life of its citizens, publishing his observations in 1835 & 1840. Brilliantly written, vividly illustrated with vignettes & portraits, Democracy in America is far more than a trenchant analysis of one society at a particular point in time. What will most intrigue modern readers is how many of the observations still hold true: on the mixed advantages of a free press, the strained relations among the races & the threats posed to democracies by consumerism & corruption. So uncanny is Tocqueville’s insight & so accurate are his predictions, that it seems as tho he were not merely describing the American identity but actually helping to create it.
A Vindication of the Rights of Woman
Mary Wollstonecraft - 1792
To clear my way, I must be allowed to ask some plain questions, and the answers will probably appear as unequivocal as the axioms on which reasoning is built; though, when entangled with various motives of action, they are formally contradicted, either by the words or conduct of men.In what does man's pre-eminence over the brute creation consist?The answer is as clear as that a half is less than the whole; inReason.
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.