Showing results for "ashley pearson"
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Law, Video Games, Virtual Realities
Playing Law
- Series -
- TechNomos
2023
EN
This edited volume explores the intersection between the coded realm of the video game and the equally codified space of law through an insightful collection of critical readings.Law is the ultimate multiplayer role-playing game. Involving a process of world-creation, law presents and codifies the parameters of licit and permitted behaviour, requiring individuals to engage their roles as a legal subject – the player-avatar of law – in order to be recognised, perform legal actions, ...
- Translated by
- Ashley PearsonMary Franklin
- Series -
- Oberon Modern Plays
2019
EN
The Olivier Award nominated producers of La Traviata, La bohème and Tosca present a vivid, compelling and devastatingly powerful take on Georges Bizet's masterpiece.
Law and Justice in Japanese Popular Culture
From Crime Fighting Robots to Duelling Pocket Monsters
2018
EN
In a world of globalised media, Japanese popular culture has become a signifi cant fountainhead for images, narrative, artefacts, and identity. From Pikachu, to instantly identifi able manga memes, to the darkness of adult anime, and the hyper- consumerism of product tie- ins, Japan has bequeathed to a globalised world a rich variety of ways to imagine, communicate, and interrogate tradition and change, the self, and the technological future. Within these foci, questions of law have often ...
- Narrated by
- Richard Roth
Unabridged
5 hours 33 min
2020
EN
Do you know the most important game your Labrador Retriever needs to know and how to teach it? Do you know what vaccines your dog needs and at what age? Are you still not able to get your pooch’s attention like you want?This is a comprehensive no fluff training guide that will teach you everything you need to know to make sure your playful, energetic puppy grows into a happy, healthy and obedient companion. All the questions a Labrador owner will tend to have (and many they don't) w...
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On Video Games
The Visual Politics of Race, Gender and Space
2017
EN
Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and con...
2011
EN
Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology.In contrast, Video Gamers is the first book to explicitly and comprehensi...
Video Games as Culture
Considering the Role and Importance of Video Games in Contemporary Society
2018
EN
Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life.Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – inc...
Cybertypes
Race, Ethnicity, and Identity on the Internet
2013
EN
First published in 2002. In Cybertypes, Lisa Nakamura turn sour assumption that the Net is color-blind on its head. Examining all facets of everyday web-life, she shows that racial and ethnic stereotypes, or 'cybertypes' are hardwired into our online interactions: Identity tourists masquerade in chat rooms as Asian_Geisha or Alatiniolover. Web directories sharply delimit racial categories. Anonymous computer users are assumed to be white. Lively, provocative, Cybertypes takes up computer r...
Framing Fan Fiction
Literary and Social Practices in Fan Fiction Communities
2017
EN
Gathering some of Kristina Busse’s essential essays on fan fiction together with new work, Framing Fan Fiction argues that understanding media fandom requires combining literary theory with cultural studies because fan artifacts are both artistic works and cultural documents. Drawing examples from a multitude of fan communities and texts, Busse frames fan fiction in three key ways: as individual and collective erotic engagement; as a shared interpretive practice in which tropes co...
2017
EN
The field of fan studies has seen exponential growth in recent years and this companion brings together an internationally and interdisciplinarily diverse group of established scholars to reflect on the state of the field and to point to new research directions. Engaging an impressive array of media texts and formats and incorporating a variety of methodologies, this collection is organized into six main sections: methods and ethics, technologies and practices, identities, race and transcu...
Gaming Representation
Race, Gender, and Sexuality in Video Games
2017
EN
Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range o...
The Soul of Anime
Collaborative Creativity and Japan's Media Success Story
- Series -
- Experimental futures
2013
EN
In The Soul of Anime, Ian Condry explores the emergence of anime, Japanese animated film and television, as a global cultural phenomenon. Drawing on ethnographic research, including interviews with artists at some of Tokyo's leading animation studios—such as Madhouse, Gonzo, Aniplex, and Studio Ghibli—Condry discusses how anime's fictional characters and worlds become platforms for collaborative creativity. He argues that the global success of Japanese animation has grown out of a...











