«Co-Creating Videogames», BANKS, John (2015)

 

Expresiones audiovisualesLibros

Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games.

«Génesis: guía esencial de los videojuegos españoles de ocho bits», FERNÁNDEZ, José Manuel «Spidey»; RELINQUE, Jesús «Pedja» (2015)

 

Expresiones audiovisualesLibros

La llamada Edad de Oro del videojuego español permanece indisolublemente asociada a nombres como Rafa Gómez, César Astudillo, Carlos A. Díaz de Castro, Andrés Samudio o los hermanos Ruiz; a empresas como Indescomp, Topo Soft, Dinamic, Ventamatic u Opera Soft; y a títulos como Abu Simbel Profanation, Camelot Warriors, Mad Mix Game, La Abadía del Crimen y tantos otros.

En Génesis: guía esencial de los videojuegos españoles de ocho bits, José Manuel Fernández “Spidey” y Jesús Relinque Pérez “Pedja” realizan un auténtico trabajo de arqueología a través de un compendio de todos los videojuegos comerciales desarrollados en España entre 1983 y 1992 para sistemas de ocho bits. Un exhaustivo trabajo repleto de datos, anécdotas y entrevistas con los responsables de aquellos míticos juegos que marcaron una época dentro y fuera de nuestras fronteras. La presente obra supone un trabajo de investigación inigualable y constituye la más completa guía realizada hasta la fecha sobre la etapa más importante de la historia del videojuego en nuestro país.

«A New Kind of Public: Community, Solidarity, and Political Economy in New Deal Cinema, 19351948», CASSANO, Graham (2015)

 

Expresiones audiovisualesLibros

In 1936, director John Ford claimed to be making movies for a new kind of public that wanted more honest pictures. Graham Cassano s A New Kind of Public: Community, solidarity, and political economy in New Deal cinema, 19351948 argues that this new kind of public was forged in the fires of class struggle and economic calamity. Those struggles appeared in Hollywood productions, as the movies themselves tried to explain the causes and consequence of the Great Depression. Using the tools of critical Marxism and cultural theory, Cassano surveys Hollywood s political economic explanations and finds a field of symbolic struggle in which radical visions of solidarity and conflict competed with the dominant class ideology for the loyalty of this new audience.

«Death by Video Game: Tales of obsession from the virtual frontline», PARKIN, Simon (2015)

 

Expresiones audiovisualesLibros

Whether it's Space Invaders, Candy Crush Saga or Grand Theft Auto, video games draw us in and don't let go. In Taiwan, a spate of deaths at gaming cafés is raising a question: why is it that some of us are playing games beyond the limits of our physical wellbeing?

Death by Video Game uncovers the real stories behind our video game obsession. Along the way, award-winning journalist Simon Parkin meets the players and game developers at the frontline of virtual extremism, including the New York surgeon attempting to break the Donkey Kong world record; the Minecraft player three years into an epic journey towards the edge of the game's vast virtual world and the German hacker who risked prison to discover the secrets behind Half-Life 2.

Investigating the impact of video games on our lives, Death by Video Game will change the way we think about our virtual playgrounds.

«The State of Play: Sixteen Voices on Video Games», GOLDBERG, Daniel; LARSSON, Linus (Eds.) (2015)

 

Expresiones audiovisualesLibros

The State Of Play is a call to consider the high stakes of video game culture and how our digital and real lives collide. Here, video games are not hobbies or pure recreation of reality; they are their own reality, as real a vehicle for ideas about racial and sexual politics to play out as any 'real-life' social environment. The 16 contributors to this volume are entrenched in video game culture; they are game designers, media critics and internet celebrities. What they have to say is essential reading for anyone interested in equality, video games or the changing culture.

«Photography and Place: Seeing and Not Seeing Germany After 1945», WEST BRETT, Donna (2015)

 

Expresiones audiovisualesLibros

As a recording device, photography plays a unique role in how we remember places and events that happened there. This includes recording events as they happen, or recording places where something occurred before the photograph was taken, commonly referred to as aftermath photography. This book presents a theoretical and historical analysis of German photography of place after 1945. It analyses how major historical ruptures in twentieth-century Germany and associated places of trauma, memory and history affected the visual field and the circumstances of looking. These ruptures are used to generate a new reading of postwar German photography of place. The analysis includes original research on world-renowned German photographers such as Thomas Struth, Thomas Demand, Michael Schmidt, Boris Becker and Thomas Ruff as well as photographers largely unknown in the Anglophone world.

«Mobility and Migration in Film and Moving Image Art: Cinema Beyond Europe», BAYRAKTAR, Nilgün (2015)

 

Expresiones audiovisualesLibros

This book examines the historical and contemporary tensions around mobility and identity in Europe in relation to experimental moving image practices in contemporary art and cinema. Drawing on theories of migrant and diasporic cinema, projected image art, and mobility studies, Bayraktar provides historically situated close-readings of films, videos, and cinematic installations that concern diverse mobilities across Europe, the Middle East, and Africa. The geopolitical focus of the book, Europe, is at the same time understood as a site of contention: the works analyzed challenge territorially bounded conceptions of identity and culture; they establish a non-Western counter-geography of Europe, which has produced multiple "others" in its constant efforts to recompose its identity and borders. This interdisciplinary study underscores the ways European ideals of mobility and fluidity are deeply enmeshed with immobility, forced migration, illegalization, inequality, racism, and xenophobia. Ultimately, Bayraktar asserts that recent transformations in the cinematic form parallel Europe’s concurrent geopolitical transformations: As European borders have multiplied and become highly flexible, expanding to non-European territories and manifesting themselves in European metropolitan centers, airports, ports, and detention centers, the aesthetic borders between cinema and art have also become blurred, producing a new form of moving image art that defies easy categorization. This shift is contextualized in relation to the broader 'cinematic turn' in contemporary art seen in the growing prominence of screen-based works and cinematic installations in galleries, international art exhibitions, and biennials worldwide.

«New Hong Kong Cinema: Transitions to Becoming Chinese in 21st-Century East Asia», CHEUNG, Ruby (2015)

 

Expresiones audiovisualesLibros

The trajectory of Hong Kong films had been drastically affected long before the city's official sovereignty transfer from the British to the Chinese in 1997. The change in course has become more visible in recent years as China has aggressively developed its national film industry and assumed the role of powerhouse in East Asia's cinematic landscape. The author introduces the "Cinema of Transitions" to study the New Hong Kong Cinema and on- and off-screen life against this background. Using examples from the 1981s to the present, this book offers a fresh perspective on how Hong Kong-related Chinese-language films, filmmakers, audiences, and the workings of film business in East Asia have become major platforms on which "transitions" are negotiated.

«Empire of Pictures: Global Media and the 1961s Remaking of American Foreign Policy», KUNKEL, Sönke (2015)

 

Expresiones audiovisualesLibros

In Cold War historiography, the 1961s are often described as a decade of mounting diplomatic tensions and international social unrest. At the same time, they were a period of global media revolution: communication satellites compressed time and space, television spread around the world, and images circulated through print media in expanding ways. Examining how U.S. policymakers exploited these changes, this book offers groundbreaking international research which shows that U.S. power came to depend more and more not on military superiority or economic strength alone, but also on America's ability to create appealing pictures that assured recognition of its global leadership.

«The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games», KOWERT, Rachel; QUANDT, Thorsten (Eds.) (2015)

 

Expresiones audiovisualesLibros

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.

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