Playing with Power in Movies, Television, and Video Games

Playing with Power in Movies, Television, and Video Games PDF Author: Marsha Kinder
Publisher: Univ of California Press
ISBN: 0520912438
Category : Performing Arts
Languages : en
Pages : 279

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Book Description
How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.

Playing with Power in Movies, Television, and Video Games

Playing with Power in Movies, Television, and Video Games PDF Author: Marsha Kinder
Publisher: Univ of California Press
ISBN: 0520912438
Category : Performing Arts
Languages : en
Pages : 279

Get Book Here

Book Description
How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.

Playing with Power in Movies, Television, and Video Games

Playing with Power in Movies, Television, and Video Games PDF Author: Marsha Kinder
Publisher: Univ of California Press
ISBN: 9780520912434
Category : Performing Arts
Languages : en
Pages : 284

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Book Description
How do children today learn to understand stories? Why do they respond so enthusiastically to home video games and to a myth like Teenage Mutant Ninja Turtles? And how are such fads related to multinational media mergers and the "new world order"? In assessing these questions, Marsha Kinder provides a brilliant new perspective on modern media.

Power Play

Power Play PDF Author: Asi Burak
Publisher: Macmillan + ORM
ISBN: 1250089344
Category : Social Science
Languages : en
Pages : 237

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Book Description
“An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

The Video Game Explosion

The Video Game Explosion PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 031308243X
Category : Social Science
Languages : en
Pages : 401

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Book Description
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

The Video Game Theory Reader

The Video Game Theory Reader PDF Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 1135205183
Category : Social Science
Languages : en
Pages : 372

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Book Description
In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

The Medium of the Video Game

The Medium of the Video Game PDF Author: Mark J. P. Wolf
Publisher: University of Texas Press
ISBN: 0292786646
Category : Games & Activities
Languages : en
Pages : 228

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Book Description
Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

Cultural Industries and the Production of Culture

Cultural Industries and the Production of Culture PDF Author: Dominic Power
Publisher: Routledge
ISBN: 1134329733
Category : Business & Economics
Languages : en
Pages : 331

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Book Description
Since the Second World War there has been considerable growth in the importance of non-manufacturing based forms of production to the performance of many Western economies. Many countries have seen increased contributions being made by industries such as the media, entertainment and artistic sectors. Gathering together a leading international, multi disciplinary team of researchers, this informative book presents cutting-edge perspectives on how these industries function, their place in the new economy and how they can be harnessed for urban and regional economic and social development.

Children, Cinema and Censorship

Children, Cinema and Censorship PDF Author: Sarah J. Smith
Publisher: Bloomsbury Publishing
ISBN: 1786729555
Category : Performing Arts
Languages : en
Pages : 206

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Book Description
Children have long been one of cinema's largest audiences yet, from its infancy, cinema has in the minds of moral watchdogs accompanied a succession of pastimes and new technologies as catalysts for juvenile delinquency. From 'penny dreadfuls' and comic books to television, 'video nasties' and computer games, and more recently, gangsta rap, mobile phones and the Internet - all have been seen as threats to children's safety, health, morality and literacy, and cinema is no exception. Writing with energy and wit and mobilising impressive original research, Sarah J. Smith explores recurring debates in Britain and America about children and how they use and respond to the media, focusing on a key example: the controversy and apparent moral panic surrounding children and cinema in its heyday, the 1930s. She shows how children colonised the cinema and established their own distinct cinema culture. And, considering films from "Snow White and the Seven Dwarfs" to "Scarface" and "King Kong", she explores attempts to control children's viewing, the underlying ideas that supported these approaches and the extent to which they were successful. Revealing the ways in which children subverted or circumvented official censorship - including the Hays Code and the British Board of Film Censors - she develops a challenging new proposition: that children were agents in the regulation of their own viewing, not simply passive consumers.

Working Mother

Working Mother PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 96

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Book Description
The magazine that helps career moms balance their personal and professional lives.

American Television

American Television PDF Author: Nick Browne
Publisher: Routledge
ISBN: 1135020221
Category : Social Science
Languages : en
Pages : 309

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Book Description
This work brings together writings on television published in Quarterly Review of Film and Video, from essays by Nick Browne and Beverle Houston to the latest historical and critical research. It considers television's economics, technologies, forms and audiences from a cultural perspective that links history, theory and criticism. The authors address several key issues: the formative period in American television history; the relation between television's political economy and its cultural forms; gender and melodrama; and new technologies such as video games and camcorders. Originally published in 1993.