Book picks similar to
Television Culture by John Fiske


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The Geography of Nowhere: The Rise and Decline of America's Man-Made Landscape


James Howard Kunstler - 1993
    The Geography of Nowhere tallies up the huge economic, social, and spiritual costs that America is paying for its car-crazed lifestyle. It is also a wake-up call for citizens to reinvent the places where we live and work, to build communities that are once again worthy of our affection. Kunstler proposes that by reviving civic art and civic life, we will rediscover public virtue and a new vision of the common good. "The future will require us to build better places," Kunstler says, "or the future will belong to other people in other societies."The Geography of Nowhere has become a touchstone work in the two decades since its initial publication, its incisive commentary giving language to the feeling of millions of Americans that our nation's suburban environments were ceasing to be credible human habitats. Since that time, the work has inspired city planners, architects, legislators, designers and citizens everywhere. In this special 20th Anniversary edition, dozens of authors and experts in various fields share their perspective on James Howard Kunstler's brave and seminal work.

Apocalypse Culture


Adam Parfrey - 1987
    Nihilist prophets, born-again pornographers, transcendental schizophrenics and just plain folks are united in their belief in an imminent global catastrophe. What are the forces lurking behind this mass delirium?APOCALYPSE CULTURE is a startling, absorbing and exhaustive tour through the nether regions of today’s psychotic brainscape.First published in 1987, APOCALYPSE CULTURE immediately touched a nerve. Alternately excoriated and lauded as “epochal”, “the most important book of the decade,” APOCALYPSE CULTURE had begun to articulate what many inwardly sensed — the-fear inspired irrationalism and faith, the clash of irreconcilable forces, and the ever-looming specter of fin de race. In its present incarnation for Feral House, APOCALYPSE CULTURE has significantly increased in size, taking on new perspectives on our current crisis, with pertinent revisions of many articles from the original edition.

Club Cultures: Music, Media, and Subcultural Capital


Sarah Thornton - 1995
    She portrays club cultures as "taste cultures" brought together by micro-media like flyers and listings, transformed into self-conscious "subcultures" by such niche media as the music and style press, and sometimes recast as "movements" with the aid of such mass media as tabloid newspaper front pages. She also traces changes in the recording medium from a marginal entertainment in the 50s to the clubs and raves of the 90s.Drawing on the work of Pierre Bourdieu, Thornton coins the term "subcultural capital" to make sense of distinctions made by "cool" youth, noting particularly their disparagement of the "mainstream" against which they measure their alternative cultural worth. Well supported with case studies, readable, and innovative, Club Cultures will become a key text in cultural and media studies and in the sociology of culture.

Culture Jam: How To Reverse America's Suicidal Consumer Binge - And Why We Must


Kalle Lasn - 1999
    The founder of Adbusters magazine, Lasn aims to stop the branding of America by changing the way information flows; the way institutions wield power; the way television stations are run; and the way the food, fashion, automobile, sports, music, and culture industries set agendas. With a courageous and compelling voice, Lasn deconstructs the advertising culture and our fixation on icons and brand names. And he shows how to organize resistance against the power trust that manages the brands by "uncooling" consumer items, by "dermarketing" fashions and celebrities, and by breaking the "media trance" of our TV-addicted age.A powerful manifesto by a leading media activist, Culture Jam lays the foundations for the most significant social movement of the early twenty-first century -- a movement that can change the world and the way we think and live.

Discourse on Colonialism


Aimé Césaire - 1950
    Nearly twenty years later, when published for the first time in English, Discourse on Colonialism inspired a new generation engaged in the Civil Rights, Black Power, and antiwar movements. Aimé Césaire eloquently describes the brutal impact of capitalism and colonialism on both the colonizer and colonized, exposing the contradictions and hypocrisy implicit in western notions of "progress" and "civilization" upon encountering the "savage," "uncultured," or "primitive." He reaffirms African values, identity, and culture, and their relevance, reminding us that "the relationship between consciousness and reality is extremely complex. . . . It is equally necessary to decolonize our minds, our inner life, at the same time that we decolonize society." An interview with Aimé Césaire by the poet René Depestre is also included.

The Cambridge Introduction to Narrative


H. Porter Abbott - 2002
    Porter Abbott emphasizes that narrative is found not only in the arts but everywhere in the ordinary course of people's lives. An indispensable tool for students and teachers alike, this book will guide readers through the fundamental aspects of narrative.

Weimar Culture: The Outsider as Insider


Peter Gay - 1968
    A study of German culture between the two wars, the book brilliantly traces the rise of the artistic, literary, and musical culture that bloomed ever so briefly in the 1920s amid the chaos of Germany's tenuous post-World War I democracy, and crashed violently in the wake of Hitler's rise to power. Despite the ephemeral nature of the Weimar democracy, the influence of its culture was profound and far-reaching, ushering in a modern sensibility in the arts that dominated Western culture for most of the twentieth century. Vivid and eminently readable, Weimar Culture is the finest introduction for the casual reader and historian alike.

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.

The Marx-Engels Reader


Karl Marx - 1971
    This revised and enlarged edition of the leading anthology provides the essential writings of Marx and Engels--those works necessary for an introduction to Marxist thought and ideology.

The Chalice and the Blade: Our History, Our Future (Updated With a New Epilogue)


Riane Eisler - 1987
    The Chalice and the Blade tells a new story of our cultural origins. It shows that warfare and the war of the sexes are neither divinely nor biologically ordained. It provides verification that a better future is possible—and is in fact firmly rooted in the haunting dramas of what happened in our past.

The Female Malady: Women, Madness and English Culture 1830-1980


Elaine Showalter - 1985
    A vital counter-interpretation of madness in women, showing how it is often a consequence of, rather than a deviation from, the traditional female role.

Pure Invention: How Japan Made the Modern World


Matt Alt - 2020
    Then a catastrophic 1990 stock-market crash ushered in what the Japanese call their "lost decades." The end of the boom times should have plunged Japan into irrelevance. But in Pure Invention, Matt Alt argues that's precisely when things got interesting--when once again, Japan got to the future a little ahead of the rest of us.Japan made itself rich after the Second World War by selling the world what it needed, in the form of better cars, appliances, and microprocessors. But it conquered hearts through wildly creative pop culture that responded to modern life in new ways. As social compacts and safety nets evaporated, in rushed a revolution of geeky gadgets, gizmos, and flights of fancy. Hello Kitty, the Nintendo Entertainment System, and illustrated entertainment empires like Pokemon and Dragon Ball Z were more than marketing hits. They transformed Japan into the world's forge of fantasies, and they transformed us as we consumed them: karaoke making everyone a star, emoji rewriting the rules of human communication, virtual game-worlds offering escapes from reality and new perspectives on it.By turns a nostalgia trip and a secret history, Pure Invention is the story of an indelible group of Japanese craftsmen, artists, businesspeople, geniuses, and oddballs. It is also an unsung chapter of globalization, in which Japanese dreams formed a new blueprint for global pop culture--and may have created the modern world as we know it.

A Billion Black Anthropocenes or None


Kathryn Yusoff - 2018
    Tracing the color line of the Anthropocene, A Billion Black Anthropocenes or None examines how the grammar of geology is foundational to establishing the extractive economies of subjective life and the earth under colonialism and slavery. Yusoff initiates a transdisciplinary conversation between black feminist theory, geography, and the earth sciences, addressing the politics of the Anthropocene within the context of race, materiality, deep time, and the afterlives of geology.

The Craftsman


Richard Sennett - 2008
    The computer programmer, the doctor, the artist, and even the parent and citizen all engage in a craftsman’s work. In this thought-provoking book, Sennett explores the work of craftsmen past and present, identifies deep connections between material consciousness and ethical values, and challenges received ideas about what constitutes good work in today’s world. The Craftsman engages the many dimensions of skill—from the technical demands to the obsessive energy required to do good work. Craftsmanship leads Sennett across time and space, from ancient Roman brickmakers to Renaissance goldsmiths to the printing presses of Enlightenment Paris and the factories of industrial London; in the modern world he explores what experiences of good work are shared by computer programmers, nurses and doctors, musicians, glassblowers, and cooks. Unique in the scope of his thinking, Sennett expands previous notions of crafts and craftsmen and apprises us of the surprising extent to which we can learn about ourselves through the labor of making physical things.

Half-Real: Video Games Between Real Rules and Fictional Worlds


Jesper Juul - 2005
    We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from "Pong" to "The Legend of Zelda," from chess to "Grand Theft Auto," he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make "Half-Real" of interest to media, literature, and game scholars as well as to game professionals and gamers.