How to Play Video Games Matthew Thomas Payne 2019-03-26 Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Tomb Raider The Ten Thousand Immortals Dan Abnett 2014-10-20 The new Tomb Raider novel will broaden the world and enriches the storyline re-introduced in the highly successful Tomb Raider video game. The first novel in a trilogy will continue the exploration of Lara Croft's origins as the "Tomb Raider," featuring an entirely new, fast-paced adventure.
Digital Content Creation Rae Earnshaw 2012-12-06 The very word "digital" has acquired a status that far exceeds its humble dictionary definition. Even the prefix digital, when associ ated with familiar sectors such as radio, television, photography and telecommunications, has reinvented these industries, and provided a unique opportunity to refresh them with new start-up companies, equipment, personnel, training and working practices - all of which are vital to modern national and international economies. The last century was a period in which new media stimulated new job opportunities, and in many cases created totally new sectors: video competed with film, CDs transformed LPs, and computer graphics threatened traditional graphic design sectors. Today, even the need for a physical medium is in question. The virtual digital domain allows the capture, processing, transmission, storage, retrieval and display of text, images, audio and animation without familiar materials such as paper, celluloid, magnetic tape and plastic. But moving from these media to the digital domain intro duces all sorts of problems, such as the conversion of analog archives, multimedia databases, content-based retrieval and the design of new content that exploits the benefits offered by digital systems. It is this issue of digital content creation that we address in this book. Authors from around the world were invited to comment on different aspects of digital content creation, and their contributions form the 23 chapters of this volume.
Does Playing Video Games Make Players More Violent? Barrie Gunter 2016-06-21 This book is an academic work which reviews and critiques the research literature concerning violent games and their alleged effects on players. It examines the debates about the potential effects of these games and the divisions between scholars working in the field. It places the research on violent video games in the longer historical context of scholarly work on media violence. It examines research from around the world on the nature of video games and their effects. It provides a critique of relevant theories of media violence effects and in particular theories developed within the older media violence literature and then considers how useful this and newer scholarly work might be for policy-makers and regulators. The book identifies where gaps exist in the extent literature and where future research attention might be directed.
Female Action Heroes Gladys L. Knight 2010 This book offers 25 profiles of some of the most popular female action heroes throughout the history of film, television, comic books, and video games. * Comprises 25 profiles, arranged alphabetically * 70 sidebars provide additional information on pertinent topics, individuals, and symbols * Includes a chronology of major appearances of the 25 female action heroes in film, television, comic books, and video games, as well as women's fashion trends and major events in women's history * Offers a photograph of each featured, female action hero * Presents a glossary of 39 terms, including female archetypes like "femme fatale" and social movements like "third-wave feminism" * Provides a selected bibliography of books and Internet sites related to the topics of female action heroes, women's history, and media studies
DIY Media Michele Knobel 2010 Schools remain notorious for co-opting digital technologies to «business as usual» approaches to teaching new literacies. DIY Media addresses this issue head-on, and describes expansive and creative practices of digital literacy that are increasingly influential and popular in contexts beyond the school, and whose educational potential is not yet being tapped to any significant degree in classrooms. This book is very much concerned with engaging students in do-it-yourself digitally mediated meaning-making practices. As such, it is organized around three broad areas of digital media: moving media, still media, and audio media. Specific DIY media practices addressed in the chapters include machinima, anime music videos, digital photography, podcasting, and music remixing. Each chapter opens with an overview of a specific DIY media practice, includes a practical how-to tutorial section, and closes with suggested applications for classroom settings. This collection will appeal not only to educators, but to anyone invested in better understanding - and perhaps participating in - the significant shift towards everyday people producing their own digital media.
Forgotten Dragons David McGillveray 2019-09-09 Chongqing Municipality, People's Republic of China, Spring 2026The night air was wet with mist, the ground cold beneath their bellies."What the hell are we doing out here, man?" grumbled Cope. He spoke Mandarin out of custom, even though they were alone. "I thought the plan was to hit the fuel convoy and get out fast like last time."Janssen shook his head and returned the night-vision binos to his eyes. "Won't work."He scanned the complex of buildings constituting the Chongqing Secondary Nuclear Facility that nestled at the foot of the ridge where they lay. What he had first taken to be the housings for the four reactors lay towards the centre, much smaller than others he had seen. Around it were larger buildings holding the turbine generators together with storage silos, offices and a long accommodation block. The huge bulk of the steam cracker and four attendant water towers that used the reactors' excess heat to manufacture hydrogen were lost in the mist to the rear, illuminated by the occasional sweeps of searchlights. Military police smoked cigarettes outside a glass-enclosed guardhouse that blocked the only road leading inside the facility's barbed wire battlements."Why not?" Cope demanded. He turned to look at his companion, broad nose dripping with dew. "It worked well enough in Guangdong.""This plant isn't like Daya Bay," Janssen replied. "These are pebble bed nuclear reactors. They're fuelled by thousands of little balls of graphite the size of your fist, flecked with uranium, and refuelling is continuous -- no shutting down for weeks while they replace the fuel rods. The Chinese manufacture the pebbles off production lines, so even if we hit the convoy, they'd be able to get replacements here in days. No disruption and no point." Janssen handed the binos to Cope and wiped black hair back from his forehead. "We need to come up with something else.""Well you're the fucking techno-geek. Ideas are your department. I just blow stuff up."Janssen pointed towards the whitewashed walls of the nuclear reactor buildings. "You notice anything about the reactors?"Cope squinted into the lenses "Should I?""Yeah. They're smaller than the others we've, uh, worked with. That'sanother benefit of the pebble bed design -- they're meant to be meltdown proof. The core temperature is capped below the melting point of the pebbles. There's no possibility of any runaway chain reactions because of low fuel density, so even if the cooling system fails you don't get any meltdown. It just sits there until you switch it off.""So you're saying it's tough to break?""No, it's easier because it's safer," said Janssen.Cope sighed impatiently. He thinned his lips and waited."Look at the reactor housings again," Janssen said. "That's why I wanted to come up here and see for myself. Because the Chinese are so sure of the safety record of their systems, there's no containment building, just like I thought. No pressure dome, no metres of poured concrete. So what does that say to you?"Cope stared down at the facility. "No containment building," he said. His mouth kinked in a half-smile. "Well, well, well. I'm impressed. We can be real naughty here.""This isn't a game, Cope.""No?""No.""The stakes are high, but it's still all a game. It's better if you see it like that."Janssen snorted. "I'm done now. Let's go." "Delighted to."They picked their way back down the other side of the ridge, bent low in the pitiful moonlight that leaked through the clouds. Their mopeds were as they had left them, hidden beneath a tarpaulin by the dirt road that led between the rice paddies. The night swallowed the low hum of the fuel cells as their exhausts coughed out water vapour to join the mist. Janssen and Cope began the long drive back towards the city, just two ordinary comrades on a night errand.
European Drawings 2 George R. Goldner 1992-10-08 The Getty Museum's collection of drawings was begun in 1981 with the purchase of a Rembrandt nude and has since become an important repository of European works from the fifteenth through the nineteenth century. As in the first volume devoted to the collection (published in 1988 in English and Italian editions), the text is here organized first by national school, then alphabetically by artist, with individual works arranged chronologically. For each drawing, the authors provide a discussion of the work's style, dating, iconography, and relationship to other works, as well as provenance and a complete bibliography.
Yours, Mine and Howls Kinsey W. Holley 2012 Thirteen years ago, Ally Kendall died defending her young cousin from his werewolf stepfather. She hasn't been the same since. Ally returned from the hereafter with strange new powers. She managed to scrape her life together and raise her cousin, but now he needs a pack to guide him into adulthood. That means pulling up stakes yet again and heading for Colorado to find the only werewolf qualified for the job. Cade MacDougall, Alpha of an unrecognized pack, has a tragic history, a sizable ranch, and a daughter who thinks she's a cat. Time to find a mate? Don't make him laugh. Until Ally shows up with a smokin' hot body that smells like mine, and introduces him to a nephew who holds the key to unraveling mysteries about Cade's family—and himself. But Ally's holding something back. As Cade's enemies gather, the cowboy and his secretive new mate must come clean about their mysterious pasts…or else all hope of protecting their newly formed family will be lost.
The African Film Industry UNESCO 2021-10-01
Angkor Wat – A Transcultural History of Heritage Michael Falser 2019-12-16 This book unravels the formation of the modern concept of cultural heritage by charting its colonial, postcolonial-nationalist and global trajectories. By bringing to light many unresearched dimensions of the twelfth-century Cambodian temple of Angkor Wat during its modern history, the study argues for a conceptual, connected history that unfolded within the transcultural interstices of European and Asian projects. With more than 1,400 black-and-white and colour illustrations of historic photographs, architectural plans and samples of public media, the monograph discusses the multiple lives of Angkor Wat over a 150-year-long period from the 1860s to the 2010s. Volume 1 (Angkor in France) reconceptualises the Orientalist, French-colonial ‘discovery’ of the temple in the nineteenth century and brings to light the manifold strategies at play in its physical representations as plaster cast substitutes in museums and as hybrid pavilions in universal and colonial exhibitions in Marseille and Paris from 1867 to 1937. Volume 2 (Angkor in Cambodia) covers, for the first time in this depth, the various on-site restoration efforts inside the ‘Archaeological Park of Angkor’ from 1907 until 1970, and the temple’s gradual canonisation as a symbol of national identity during Cambodia’s troublesome decolonisation (1953–89), from independence to Khmer Rouge terror and Vietnamese occupation, and, finally, as a global icon of UNESCO World Heritage since 1992 until today.
Lara Croft and the Blade of Gwynnever Dan Abnett 2016-09-13 This stand-alone novel is an epic Lara Croft adventure, featuring enough dual-pistol wielding action and sharp wit to please nostalgic fans of the franchise. Facing threats from multiple fronts, Lara hunts legendary artifacts around the world in an effort to solve a mystery and avert disaster. Straddling the line between factual history and fantastical extrapolation, the intense and action-packed tale weaves together the modern and ancient worlds. Storyline written in conjunction with the game developers at Crystal Dynamics, and penned by Dan Abnett, a bestselling British novelist and comic book writer.
Literature Review in Games and Learning John Kirriemuir 2006
Strategic Imaginations Anke Gilleir 2020-12-15 Imaginations of female rule and the imaginative strategies of women rulers What is the gender of political power ? What happens to the history of sovereignty when we reconsider it from a gender perspective ? Political sovereignty has been a major theme in European thought from the very beginning of intellectual reflection on community. Philosophy and political theory, historiography, theology, and literature and the arts have, often in dialogue with one another, sought to represent or recalibrate notions of rule. Yet whatever covenant was imagined, sovereign rule has consistently been figured as a male prerogative While in-depth studies of historical women rulers have proliferated in the past decades, these have not systematically explored how all women rulers throughout the entirety of European culture have had to operate in a context that could not think power as female – except in grotesque terms. Strategic Imaginations demonstrates that this constitutive tension can only be brought out by studying women’s political rule in a comparative and longue durée manner. The book offers a collection of essays that brings together studies of female sovereignty from the Polish-Lithuanian to the British Commonwealth, and from the Middle Ages to the genesis of modern democracy. It addresses historical figures and takes stock of the rich yet unsettling imagination of female rule in philosophy, literature and art history. For all the variety of geographical, social, and historical contexts it engages, the book reveals surprising resonances between the strategies women rulers used and the images and practices they adopted in the context of an all-pervasive skepticism toward female rule.
The Amulet of Power Michael D. Resnick 2003 In the Middle East, Archaeologist, adventurer, and explorer Lara Croft is targeted by mysterious religious fanatics who believe that she has located the treasured Amulet of Mareish, a long-lost artifact rumored to grant the wearer extraordinary power, in the first volume in a series based on the new Eidos Interactive video game. Original.
On Curiosity Franck Cochoy 2016-07-25 What draws us towards a shop window display? What drives us to grab a special offer, to enter the privileged circle of premium newspaper subscribers, to peruse the pages of an enticing magazine? Without doubt, it is curiosity - that essential force of everyday action which invites us to break from our habits and to become transported beyond our very selves. Curiosity (whether healthy or unhealthy) is one of the favourite tricks of market seduction. Capturing a public - attracting the attention of a reader, seducing a customer, meeting the expectations of a user, persuading a voter ... - often requires the construction of a set of technical devices that can play upon people's inner motivations. Cochoy invites us to take a sociological trip into these cabinets of curiosity, accompanied throughout by Bluebeard, a fairy tale that is both a model of the genre and a pure curiosity machine. At once a work of history and economic anthropology, the book meticulously analyses the devices designed by markets to arouse, excite, and sustain curiosity: a window display, practices of 'teasing', packaging, bus shelters, mobile internet technologies, to name but a few. In the Bettencourt and Strauss-Kahn affairs and the Wikileaks controversy, Cochoy also uncovers the work of investigative journalism and its attention-grabbing 'scoops', revealing the secrets of the revealers of secrets. Available in English for the first time, this major work will arouse readers' curiosity over the course of its unusual and colourful journey. By the end, now better informed and more cautious, they will be able to identify the traps of which they are the target. So long as curiosity is kept at bay, at least!
Down to Earth Sociology James M. Henslin 2005-01-01 A latest edition of readings for the Introductory Sociology college market features thirty percent new articles that address current issues of contemporary sociology, from gender and politics to religion and AIDS, in a collection complemented by correlating charts that list key introductory textbooks. Original. 20,000 first printing.
Sociology James M. Henslin 2014-01-21 ALERT: Before you purchase, check with your instructor or review your course syllabus to ensure that you select the correct ISBN. Several versions of Pearson's MyLab & Mastering products exist for each title, including customized versions for individual schools, and registrations are not transferable. In addition, you may need a CourseID, provided by your instructor, to register for and use Pearson's MyLab & Mastering products. Packages Access codes for Pearson's MyLab & Mastering products may not be included when purchasing or renting from companies other than Pearson; check with the seller before completing your purchase. Used or rental books If you rent or purchase a used book with an access code, the access code may have been redeemed previously and you may have to purchase a new access code. Access codes Access codes that are purchased from sellers other than Pearson carry a higher risk of being either the wrong ISBN or a previously redeemed code. Check with the seller prior to purchase. -- A Down-to-Earth Approach James Henslin shares the excitement of sociology in Essentials of Sociology: A Down-to-Earth Approach, 11/e. With his acclaimed "down-to-earth" approach and personal writing style, the author highlights the sociology of everyday life and its relevance to students' lives. With wit, personal reflection, and illuminating examples, Henslin stimulates students' sociological imagination so they can better perceive how the pieces of society fit together. In addition to this trademark down-to-earth approach, other distinctive features include: comparative perspectives, the globalization of capitalism, and visual presentations of sociology. MySocLab is an integral part of the Henslin learning program. Engaging activities and assessments provide a teaching a learning system that helps students see the world through a sociological lens. With MySocLab, students can develop critical thinking skills through writing, explore real-world data through the new Social Explorer, and watch the latest entries in the Core Concept Video Series. This title is available in a variety of formats - digital and print. Pearson offers its titles on the devices students love through Pearson's MyLab products, CourseSmart, Amazon, and more. 0133810607 / 9780133810608 Essentials of Sociology Plus NEW MySocLab with Pearson eText -- Access Card Package Package consists of 0133803546 / 9780133803549 Essentials of Sociology 0205206530 / 9780205206537 NEW MySocLab with Pearson eText -- Valuepack Access Card
Women in Gaming: 100 Professionals of Play Meagan Marie 2018-12-04 Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.
Film Adaptation and Its Discontents Thomas Leitch 2007-06-15 The range of films studied, from silent Shakespeare to Sherlock Holmes to The Lord of the Rings, is as broad as the problems that come under review.
Adweek 1996 Vols. for 1981- include four special directory issues.
More Than a Game Barry Atkins 2003-09-06 Taking its cue from practices of reading texts in literary and cultural studies, this book considers the computer game as a new and emerging mode of contemporary storytelling. In a carefully organized study, Barry Atkins discusses questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories.
Shadow of the Tomb Raider - Path of the Apocalypse S. D. Perry 2018-09-18 The official tie-in novel to the Shadow of the Tomb Raider video game. In a brand-new adventure, Lara Croft must evade the agents of Trinity and discover an ancient secret. When a mysterious stranger offers to help Lara uncover a clue that could give her the upper hand, she embarks on an expedition to a system of caves in Colombia. However, once they learn of Lara's plans, Trinity will stop at nothing to reach the location first. Trinity believes they can turn the tables on Lara, but in the darkness of the underground caverns, there are terrors in the depths that neither Lara nor Trinity anticipated. Game is due to release on 9/14/18 across all major platforms
Mapping Travel Jordana Dym 2021-08-30 Drawing on a thousand years of European travel writing and mapmaking, Dym suggests that after centuries of text-based itineraries and on-the spot directions guiding travelers and constituting their reports, maps in the fifteenth century emerged as tools for Europeans to support and report the results of land and sea travel. With each succeeding generation, these linear journey maps have become increasingly common and complex, responding to changes in forms of transportation, such as air and motor car ‘flight’ and print technology, especially the advent of multi-color printing. This is their story.
Gaming Alexander R. Galloway 2006 Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
The Lost Cult E. E. Knight 2004 When her mentor, Professor Frys, destroys his research into the ancient Méne cult, only to fall victim to an unknown assassin, Lara Croft heads for the mysterious cloud forests of Peru to investigate the Méne ruins and discovers that a sinister cult is trying to revive the ancient Méne religion and its mind-controlling ways, in a new volume in a series based on the new Eidos Interactive video game. Original.
Lara Croft and the Frozen Omen Corinna Bechko 2016-07-05 It's up to Lara Croft and Carter Bell to stop a group of cultists from causing world-wide cataclysmic devastation! Ancient ivory artifacts hold the key to both salvation and destruction, and these rivals-turned-friends must recover them before the cultists in a race against time! Lara's newest quest is filled with incredible action, dual pistols, and high-spirited adventure in the same universe as the Lara Croft and the Guardian of Light and Lara Croftand the Temple of Osiris games!
Essentials of Sociology James M. Henslin 1999-06-01
Television Truths John Hartley 2008-04-15 Television Truths considers what we know about TV, whether we love it or hate it, where TV is going, and whether viewers should bother going along for the ride. This engaging volume, written by one of television's best known scholars, offers a new take on the history of television and an up-to-date analysis of its imaginative content and cultural uses. Explores the pervasive, persuasive, and powerful nature of television: among the most criticized phenomena of modern life, but still the most popular pastime ever Written by John Hartley, one of television’s best known scholars Considers how television reflects and shapes contemporary life across the economic, political, social and cultural spectrum, examining its influence from historical, political and aesthetic perspectives Probes the nature of, and future for, television at a time of unprecedented change in technologies and business plans Provides an up-to-date analysis of content and cultural uses, from the television live event, to its global political influence, through to the concept of the “TV citizen” Maps out a new paradigm for understanding television, for its research and scholarship, and for the very future of the medium itself
Experiential Marketing Bernd H. Schmitt 2000-12-11 Engaging, enlightening, provocative, and sensational are the words people use to describe compelling experiences and these words also describe this extraordinary book by Bernd Schmitt. Moving beyond traditional "features-and-benefits" marketing, Schmitt presents a revolutionary approach to marketing for the branding and information age. Schmitt shows how managers can create holistic experiences for their customers through brands that provide sensory, affective, and creative associations as well as lifestyle marketing and social identity campaigns. In this masterful handbook of tools and techniques, Schmitt presents a battery of business cases to show how cutting-edge companies use "experience providers" such as visual identity, communication, product presence, Web sites, and service to create different types of customer experiences. To illustrate the essential concepts and frameworks of experiential marketing, Schmitt provides: SENSE cases on Nokia mobile phones, Hennessy cognac, and Procter & Gamble's Tide Mountain Fresh detergent; FEEL cases on Hallmark, Campbell's Soup, and Häagen Dazs Cafés in Asia, Europe, and the United States; THINK cases on Apple Computer's revival, Genesis ElderCare, and Siemens; ACT cases on Gillette's Mach3, the Milk Mustache campaign, and Martha Stewart Living; RELATE cases on Harley-Davidson, Tommy Hilfiger, and Wonderbra. Using the New Beetle and Sony as examples, Schmitt discusses the strategic and implementation intricacies of creating holistic experiences for customers. In an intriguing final chapter, he presents turn-around techniques such as "Objective: To Dream," "Send in the Iconoclasts," and "Quit the Bull," to show how traditional marketing firms can transform themselves into experience-oriented organizations. This book will forever change your perception of customers, marketing, and brands -- from Amtrak and Singapore Airlines to Herbal Essences products and Gwyneth Paltrow.
Here's Johnny! Ed McMahon 2005-10-16 Here's Johnny is like sitting with Ed and Johnny over lunch: The last time I saw Johnny, about a year before he died, we had chicken, a couple of glasses of red wine, and then we just sat there and reminisced, going back and forth the way we did on the show. We talked about our kids, and our careers and the state of America, just two lucky guys who loved each other and the good luck of our careers. Ed McMahon is the only person who was with Johnny Carson, even before The Tonight Show, when they both first appeared on Who Do You Trust. Now, with Johnny's blessing before he died, McMahon can finally share all the stories that only he knows. From the sofa at Johnny's right, to backstage, to their personal relationship - McMahon will provide a real view of the man who was so careful to only show one side of himself to the public. Brilliant in front of the camera, but shy in person, Carson seldom gave interviews. Only McMahon can tell the stories and provide the insights into the personality that made Johnny Carson more of a friend we invited into our home than a television star. This entertaining tribute will feature over 200 pictures, many never before published, from both McMahon's and Carson's private archives.
Trigger Happy Steven Poole 2011-11-07 The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.
Psychology at the Movies Skip Dine Young 2012-04-09 Psychology at the Movies explores the insights to be gained by applying various psychological lenses to popular films including cinematic depictions of human behavior, the psychology of filmmakers, and the impact of viewing movies. Uses the widest range of psychological approaches to explore movies, the people who make them, and the people who watch them Written in an accessible style with vivid examples from a diverse group of popular films, such as The Silence of the Lambs, The Wizard of Oz, Star Wars, Taxi Driver, Good Will Hunting, and A Beautiful Mind Brings together psychology, film studies, mass communication, and cultural studies to provide an interdisciplinary perspective Features an extensive bibliography for further exploration of various research fields
Dual Wield Jon Stone 2022-02-21 In recent years, poetry and video games have begun talking to – and taking from – one another in earnest. Poets, ever in pursuit of meaning, now draw inspiration from digital-interactive fantasy worlds, while video game developers aim to enrich their creations by imbuing them with poetic depth. This book investigates the phenomena of poem-game hybrids and other forms of poetic-ludic interplay, making use of both a multidisciplinary critical approach and the author’s own experiments in building and testing hybrid artefacts. What emerges is the suggestion of a future where reading and playing are no longer seen as separate endeavours, where the quests for sensory pleasure and philosophic insight are one and the same.
Key Concepts in Public Archaeology Gabriel Moshenska 2017-09-28 This book provides a broad overview of the key concepts in public archaeology, a research field that examines the relationship between archaeology and the public, in both theoretical and practical terms. While based on the long-standing programme of undergraduate and graduate teaching in public archaeology at UCL’s renowned Institute of Archaeology, the book also takes into account the growth of scholarship from around the world and seeks to clarify what exactly ‘public archaeology’ is by promoting an inclusive, socially and politically engaged vision of the discipline. Written for students and practitioners, the individual chapters provide textbook-level introductions to the themes, theories and controversies that connect archaeology to wider society, from the trade in illicit antiquities to the use of digital media in public engagement, and point readers to the most relevant case studies and learning resources to aid their further study. This book was produced as part of JISC's Institution as e-Textbook Publisher project. Find out more athttps://www.jisc.ac.uk/rd/projects/institution-as-e-textbook-publisher Praise for Key Concepts in Archaeology 'Littered throughout with concise and well-chosen case studies, Key Concepts in Public Archaeology could become essential reading for undergraduates and is a welcome reminder of where archaeology sits in UK society today.' British Archaeology
Tomb Raider: The Official Cookbook and Travel Guide Sebastian Haley 2021-10-26 Join Lara Croft on a global journey and prepare delicious food from around the world with Tomb Raider: The Official Cookbook and Travel Guide. Tomb Raider: The Official Cookbook and Travel Guide is a thrilling and delicious tutorial on recipes based on the cultural history of the many locations Lara Croft has visited throughout her 25 years of global adventures—bringing the taste back home to you. Inspired by the hit Tomb Raider videogame franchise, this book features over 40 recipes from the many locations Lara Croft visits and explores across the globe, with food and drinks inspired by key characters and locations. Also included is expert information on the cultural history of the many beautiful cities and countries to which she travels. A global exploration, this unique cookbook and travel guide takes fans on an exclusive journey across the planet chasing the thrills and adventures of Lara Croft. Featuring beautiful full color photography as well as stunning art from the games, this is the ultimate gift for fans, travelers, and food aficionados alike. OVER 40 RECIPES: Features over 40 recipes inspired by the many locations Lara Croft visits across the world TRAVEL GUIDE: In addition to over 40 recipes, this book includes a one-of-a-kind travel guide celebrating the many beautiful countries and cities Lara visits 25TH ANNIVERSARY: Officially licensed by and created in partnership with Square Enix and Crystal Dynamics for the 25th anniversary of Tomb Raider
Masculinities in Play Nicholas Taylor 2018-10-06 This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.
Defaming the Dead Don Herzog 2017-03-28 Do the dead have rights? In a persuasive argument, Don Herzog makes the case that the deceased’s interests should be protected This is a delightfully deceptive works that start out with a simple, seemingly arcane question—can you libel or slander the dead?—and develops it outward, tackling larger and larger implications, until it ends up straddling the borders between law, culture, philosophy, and the meaning of life. A full answer to this question requires legal scholar Don Herzog to consider what tort law is actually designed to protect, what differences death makes—and what differences it doesn’t—and why we value what we value. Herzog is one of those rare scholarly writers who can make the most abstract argument compelling and entertaining.
Tomb Raider #1 Gail Simone 2014-02-26 Superstar writer Gail Simone picks up Lara Croft's story where the smash hit Tomb Raider game left off—in a new ongoing comics series! Following the game acclaimed for its bold and sophisticated new vision, this series launches Lara Croft on the formative adventures that will change her life forever! The official continuation of Lara Croft's story! The 2013 video game sold over 3.5 million copies! "Tomb Raider is the quintessential example of a reboot done right."—Gaming Trend
Tomb Raider: The Beginning Rhianna Pratchett 2015-08-05 In this prelude to the exciting new entry in the _Tomb Raider_ video game saga, lead game writer Rhianna Pratchett reveals the untold story behind Lara Croft’s earliest adventure. Join Lara and the crew of the _Endurance_ as they prepare for a thrilling journey to uncover the lost kingdom of Yamatai. For over fifteen years, the _Tomb Raider_ adventures have been some the most enduring and popular in the world of video games. Now, Lara Croft’s bold new re-imagining is further explored by some of comics’ most talented creators in this exclusive volume.

Copyright � 2019 www.papercraftsquare.com Inc.