Author: John E. Cooney
Publisher: Simon & Schuster
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 456
Book Description
"This is the colorful and dramatic biography of two of America's most controversial entrepreneurs: Moses Louis Annenberg, 'the racing wire king, ' who built his fortune in racketeering, invested it in publishing, and lost much of it in the biggest tax evasion case in United States history; and his son, Walter, launcher of TV Guide and Seventeen magazines and former ambassador to Great Britain."--Jacket.
The Annenbergs
Author: John E. Cooney
Publisher: Simon & Schuster
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 456
Book Description
"This is the colorful and dramatic biography of two of America's most controversial entrepreneurs: Moses Louis Annenberg, 'the racing wire king, ' who built his fortune in racketeering, invested it in publishing, and lost much of it in the biggest tax evasion case in United States history; and his son, Walter, launcher of TV Guide and Seventeen magazines and former ambassador to Great Britain."--Jacket.
Publisher: Simon & Schuster
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 456
Book Description
"This is the colorful and dramatic biography of two of America's most controversial entrepreneurs: Moses Louis Annenberg, 'the racing wire king, ' who built his fortune in racketeering, invested it in publishing, and lost much of it in the biggest tax evasion case in United States history; and his son, Walter, launcher of TV Guide and Seventeen magazines and former ambassador to Great Britain."--Jacket.
Network Aesthetics
Author: Patrick Jagoda
Publisher: University of Chicago Press
ISBN: 022634665X
Category : Literary Criticism
Languages : en
Pages : 329
Book Description
The term “network” is now applied to everything from the Internet to terrorist-cell systems. But the word’s ubiquity has also made it a cliché, a concept at once recognizable yet hard to explain. Network Aesthetics, in exploring how popular culture mediates our experience with interconnected life, reveals the network’s role as a way for people to construct and manage their world—and their view of themselves. Each chapter considers how popular media and artistic forms make sense of decentralized network metaphors and infrastructures. Patrick Jagoda first examines narratives from the 1990s and 2000s, including the novel Underworld, the film Syriana, and the television series The Wire, all of which play with network forms to promote reflection on domestic crisis and imperial decline in contemporary America. Jagoda then looks at digital media that are interactive, nonlinear, and dependent on connected audiences to show how recent approaches, such as those in the videogame Journey, open up space for participatory and improvisational thought. Contributing to fields as diverse as literary criticism, digital studies, media theory, and American studies, Network Aesthetics brilliantly demonstrates that, in today’s world, networks are something that can not only be known, but also felt, inhabited, and, crucially, transformed.
Publisher: University of Chicago Press
ISBN: 022634665X
Category : Literary Criticism
Languages : en
Pages : 329
Book Description
The term “network” is now applied to everything from the Internet to terrorist-cell systems. But the word’s ubiquity has also made it a cliché, a concept at once recognizable yet hard to explain. Network Aesthetics, in exploring how popular culture mediates our experience with interconnected life, reveals the network’s role as a way for people to construct and manage their world—and their view of themselves. Each chapter considers how popular media and artistic forms make sense of decentralized network metaphors and infrastructures. Patrick Jagoda first examines narratives from the 1990s and 2000s, including the novel Underworld, the film Syriana, and the television series The Wire, all of which play with network forms to promote reflection on domestic crisis and imperial decline in contemporary America. Jagoda then looks at digital media that are interactive, nonlinear, and dependent on connected audiences to show how recent approaches, such as those in the videogame Journey, open up space for participatory and improvisational thought. Contributing to fields as diverse as literary criticism, digital studies, media theory, and American studies, Network Aesthetics brilliantly demonstrates that, in today’s world, networks are something that can not only be known, but also felt, inhabited, and, crucially, transformed.
Film History
Author: Kristin Thompson
Publisher: McGraw-Hill Humanities, Social Sciences & World Languages
ISBN: 9780070384293
Category : Performing Arts
Languages : en
Pages : 788
Book Description
This comprehensive survey not only acknowledges the contributions of Hollywood and films from other US sources, but broadens its scope to examine film-making internationally.
Publisher: McGraw-Hill Humanities, Social Sciences & World Languages
ISBN: 9780070384293
Category : Performing Arts
Languages : en
Pages : 788
Book Description
This comprehensive survey not only acknowledges the contributions of Hollywood and films from other US sources, but broadens its scope to examine film-making internationally.
Ends of Cinema
Author: Richard Grusin
Publisher:
ISBN: 9781517910587
Category :
Languages : en
Pages : 248
Book Description
At the dawn of the digital era in the final decades of the twentieth century, film and media studies scholars grappled with the prospective end of what was deemed cinema: analog celluloid production, darkened public movie theaters, festival culture. The notion of the "end of cinema" had already been broached repeatedly over the course of the twentieth century--from the introduction of sound and color to the advent of television and video--and in Ends of Cinema, contributors reinvigorate this debate to contemplate the ends, as well as directions and new beginnings, of cinema in the twenty-first century. In this volume, scholars at the forefront of film and media studies interrogate multiple potential "ends" of cinema: its goals and spaces, its relationship to postcinema, its racial dynamics and environmental implications, and its theoretical and historical conclusions. Moving beyond the predictable question of digital versus analog, the scholars gathered here rely on critical theory and historical research to consider cinema alongside its media companions: television, the gallery space, digital media, and theatrical environments. Ends of Cinema underscores the shared project of film and media studies to open up what seems closed off, and to continually reinvent approaches that seem unresponsive. Contributors: Caetlin Benson-Allott, Georgetown U; James Leo Cahill, U of Toronto; Francesco Casetti, Yale U; Mary Ann Doane, U of California Berkeley; André Gaudreault, U de Montréal; Michael Gillespie, City College of New York; Mark Paul Meyer, EYE Filmmuseum; Jennifer Lynn Peterson, Woodbury U, Los Angeles; Amy Villarejo, Cornell U.
Publisher:
ISBN: 9781517910587
Category :
Languages : en
Pages : 248
Book Description
At the dawn of the digital era in the final decades of the twentieth century, film and media studies scholars grappled with the prospective end of what was deemed cinema: analog celluloid production, darkened public movie theaters, festival culture. The notion of the "end of cinema" had already been broached repeatedly over the course of the twentieth century--from the introduction of sound and color to the advent of television and video--and in Ends of Cinema, contributors reinvigorate this debate to contemplate the ends, as well as directions and new beginnings, of cinema in the twenty-first century. In this volume, scholars at the forefront of film and media studies interrogate multiple potential "ends" of cinema: its goals and spaces, its relationship to postcinema, its racial dynamics and environmental implications, and its theoretical and historical conclusions. Moving beyond the predictable question of digital versus analog, the scholars gathered here rely on critical theory and historical research to consider cinema alongside its media companions: television, the gallery space, digital media, and theatrical environments. Ends of Cinema underscores the shared project of film and media studies to open up what seems closed off, and to continually reinvent approaches that seem unresponsive. Contributors: Caetlin Benson-Allott, Georgetown U; James Leo Cahill, U of Toronto; Francesco Casetti, Yale U; Mary Ann Doane, U of California Berkeley; André Gaudreault, U de Montréal; Michael Gillespie, City College of New York; Mark Paul Meyer, EYE Filmmuseum; Jennifer Lynn Peterson, Woodbury U, Los Angeles; Amy Villarejo, Cornell U.
2028 End
Author: Gabriel Erb
Publisher:
ISBN: 9781733210508
Category :
Languages : en
Pages : 120
Book Description
God created a game - it's called The Game of Life. Planet Earth is the playing field, the 10 love commandments are the rules, and we humans are the players who can win or lose. The game is played by two teams, like the game of football. One team's head coach is Jesus and the other team's head coach is Satan. All of us on earth are playing for one of these two teams! Gabriel Ansley Erb wrote the book "2028 END" in order to fully elucidate God's game clock scenario for The Game of Life as contained in the game's handbook, the Holy Bible. The handbook says, "God declared the end from the beginning" (Isaiah 46:10) by using 7 days in the creation event. Each 24 hour creation day foretold of a future 1,000 year period for a total 7,000 year plan God had for The Game of Life to be played on planet earth. And amazingly, to confirm this is all true, God hid a secret prophesy in each creation day foretelling the greatest event He had planned to occur in that day's future millennium!Consequently, Creation day 1 foretold Adam & Eve's fall, which was fulfilled during earth's 1st millennium. Creation day 2 foretold Noah's global flood, which was fulfilled during earth's 2nd millennium. Creation day 3 foretold Moses' Red Sea parting, which was fulfilled during earth's 3rd millennium. Creation day 4 foretold of John the Baptist & Jesus Christ, and so they lived and died during earth's 4th millennium. And the prophecies continue with each Creation day!Gabriel proves all of the above, carefully revealing the prophetic Scriptures as well as the fulfillment Scriptures. Then he reveals a dozen Scriptures proving Christ died earth's 4,000 year and will return earth's 6,000 year. Finally, he proves Christ died Feast of Passover AD 28 and will return Feast of Trumpets 2028. For those who read this book, it is an open and shut case: The Game of Life will end 2,000 years from the year of Christ's death on the cross - AD 2028.
Publisher:
ISBN: 9781733210508
Category :
Languages : en
Pages : 120
Book Description
God created a game - it's called The Game of Life. Planet Earth is the playing field, the 10 love commandments are the rules, and we humans are the players who can win or lose. The game is played by two teams, like the game of football. One team's head coach is Jesus and the other team's head coach is Satan. All of us on earth are playing for one of these two teams! Gabriel Ansley Erb wrote the book "2028 END" in order to fully elucidate God's game clock scenario for The Game of Life as contained in the game's handbook, the Holy Bible. The handbook says, "God declared the end from the beginning" (Isaiah 46:10) by using 7 days in the creation event. Each 24 hour creation day foretold of a future 1,000 year period for a total 7,000 year plan God had for The Game of Life to be played on planet earth. And amazingly, to confirm this is all true, God hid a secret prophesy in each creation day foretelling the greatest event He had planned to occur in that day's future millennium!Consequently, Creation day 1 foretold Adam & Eve's fall, which was fulfilled during earth's 1st millennium. Creation day 2 foretold Noah's global flood, which was fulfilled during earth's 2nd millennium. Creation day 3 foretold Moses' Red Sea parting, which was fulfilled during earth's 3rd millennium. Creation day 4 foretold of John the Baptist & Jesus Christ, and so they lived and died during earth's 4th millennium. And the prophecies continue with each Creation day!Gabriel proves all of the above, carefully revealing the prophetic Scriptures as well as the fulfillment Scriptures. Then he reveals a dozen Scriptures proving Christ died earth's 4,000 year and will return earth's 6,000 year. Finally, he proves Christ died Feast of Passover AD 28 and will return Feast of Trumpets 2028. For those who read this book, it is an open and shut case: The Game of Life will end 2,000 years from the year of Christ's death on the cross - AD 2028.
Trade-marks for Perfumes, Toilet Articles and Soaps
Author: Toilet Goods Association
Publisher:
ISBN:
Category : Cosmetics
Languages : en
Pages : 122
Book Description
Publisher:
ISBN:
Category : Cosmetics
Languages : en
Pages : 122
Book Description
Experimental Games
Author: Patrick Jagoda
Publisher: University of Chicago Press
ISBN: 9780226629834
Category : Social Science
Languages : en
Pages : 0
Book Description
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.
Publisher: University of Chicago Press
ISBN: 9780226629834
Category : Social Science
Languages : en
Pages : 0
Book Description
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.