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Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents.
Video games. --- Video games --- GAME STUDIES/General --- CULTURAL STUDIES/Global Studies --- SOCIAL SCIENCES/Media Studies
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Moved by the Aboriginal understandings of songlines or dreaming tracks, Norie Neumark's Voicetracks seeks to deepen an understanding of voice through listening to a variety of voicing/sound/voice projects from Australia, Europe and the United States. Not content with the often dry tone of academic writing, the author engages a "wayfaring" process that brings together theories of sound, animal, and posthumanist studies in order to change the ways we think about and act with the assemblages of living creatures, things, places, and histories around us. Neumark evokes both the literal - the actual voices within the works she examines - and the metaphorical -- in a new materialist exploration of voice encompassing human, animal, thing, and assemblages. She engages with artists working with animal sounds and voices; voices of place, placed voices in installation works; voices of technology; and "unvoicing," disturbances in the image/voice relationship and in the idea of what voice is. She writes about remixes, the Barbie Liberation Organisation, and breath in Beijing, about cat videos, speaking fences in Australia, and an artist who reads (to) the birds. Finally, she considers ethics and politics, and describes how her own work has shaped her understandings and apprehensions of voice.
Voice in art. --- New media art --- Themes, motives. --- DIGITAL HUMANITIES & NEW MEDIA/New Media Art --- ARTS/Music & Sound Studies --- CULTURAL STUDIES/Global Studies --- Arts, Modern
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An exploration of the tensions between East and West and digital and analog in Japanese new-media art. This book grew out of Yvonne Spielmann's 2005-2006 and 2009 visits to Japan, where she explored the technological and aesthetic origins of Japanese new-media art--which was known for pioneering interactive and virtual media applications in the 1990's. Spielmann discovered an essential hybridity in Japan's media culture: an internal hybridity, a mixture of digital-analog connections together with a non-Western development of modernity separate from but not immune to Western media aesthetics; and external hybridity, produced by the international, transcultural travel of aesthetic concepts. Spielmann describes the innovative technology context in Japan, in which developers, engineers, and artists collaborate, and traces the Japanese fondness for precision and functionality to the poetics of unobtrusiveness and detail. She examines work by artists including Masaki Fujihata, whose art is both formally and thematically hybrid; Seiko Mikami and Sota Ichikawa, who build special devices for a new sense of human-machine interaction; Toshio Iwai, who connects traditional media forms with computing; and Tatsuo Miyajima, who anchors his LED artwork in Buddhist philosophy. Spielmann views hybridity as a positive aesthetic value--perhaps the defining aesthetic of a global culture. Hybridity offers a conceptual approach for considering the ambivalent linkages of contradictory elements; its dynamic and fluid characteristics are neither conclusive nor categorical but are meant to stimulate fusions.
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How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.
Video games --- Video gamers --- Gamers, Video --- Players, Video game (Persons) --- Video game players (Persons) --- Persons --- Television games --- Videogames --- Electronic games --- Social aspects --- GAME STUDIES/Games & Culture --- CULTURAL STUDIES/Global Studies --- videospill --- Computer games --- Internet games --- Games
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This work is an examination of the unique, hybrid media practices generated by Eastern Europe's accelerated transition from late communism to late capitalism.
Mass media --- Post-communism --- Globalization. --- Global cities --- Globalisation --- Internationalization --- International relations --- Anti-globalization movement --- Mass communication --- Media, Mass --- Media, The --- Communication --- DIGITAL HUMANITIES & NEW MEDIA/New Media History --- CULTURAL STUDIES/Global Studies --- CULTURAL STUDIES/Identity Politics
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"Agricultural workers have long been underrepresented in labour history. This volume aims to change this by bringing together a collection of studies on the largest group of the global work force. The contributions cover the period from the early modern to the present - a period when the emergence and consolidation of capitalism has transformed rural areas all over the globe. Three questions have guided the approach and the structure of this volume. First, how and why have peasant families managed to survive under conditions of advancing commercialisation and industrialisation? Second, why have coercive labour relations been so persistent in the agricultural sector and third, what was the role of states in the recruitment of agricultural workers?"--
History. --- Economic history. --- Social History. --- Global History. --- Social Sciences. --- Global Studies. --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Civilization --- Descriptive sociology --- Social conditions --- Social history --- History --- Sociology --- Economic conditions --- History, Economic --- Economics --- Agricultural laborers --- Agriculture
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Discussions about the meaning of terrorism are enduring in everyday language, government policy, news reporting, and international politics. And disagreements about both the definition and the class of violent events that constitute terrorism contribute to the difficulty of formulating effective responses aimed at the prevention and management of the threat of terrorism and the development of counterterrorism policies. Constructions of Terrorism collects works from the leading scholars on terrorism from an array of disciplines-including communication, political science, sociology, global studies, and public policy-to establish appropriate research frameworks for understanding how we construct our understanding of terrorism.
Terrorism --- Social aspects. --- academic. --- al-qaeda. --- communication. --- counterinsurgency. --- counterterrorism. --- global studies. --- global. --- government. --- international. --- journalism. --- language. --- middle east. --- middle eastern. --- policy making. --- policy. --- political science. --- political. --- politics. --- public policy. --- reporting. --- scholarly. --- scholarship. --- sociology. --- terrorism. --- terrorist groups. --- terrorist. --- violence.
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Dal Yong Jin examines the rapid growth of the Korean online game industry from the perspective of political economy, discussing it in social, cultural & economic contexts.
COMPUTERS --- Internet / General --- Internet games --- Video games industry --- Social Sciences --- Recreation & Sports --- Social aspects --- Economic aspects --- History --- History. --- Video game industry --- Electronic games industry --- Electronic games --- E-books --- GAME STUDIES/Online Games --- CULTURAL STUDIES/Global Studies --- SOCIAL SCIENCES/Media Studies --- K9397 --- Korea: Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Television games --- Videogames --- Games --- Video games
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In this accessible text, Mark Juergensmeyer, a pioneer in global studies, provides a comprehensive overview of the emerging field of global studies from regional, topical, and theoretical perspectives. Each of the twenty compact chapters in Thinking Globally features Juergensmeyer's own lucid introduction to the key topics and offers brief excerpts from major writers in those areas. The chapters explore the history of globalization in each region of the world, from Africa and the Middle East to Asia, Europe, and the Americas, and cover key issues in today's global era, such as: Challenges of t.
Globalisierung. --- Globalization --- Globalization. --- Internationale Politik. --- SOCIAL SCIENCE --- Anthropology --- Cultural. --- General. --- Global cities --- Globalisation --- Internationalization --- International relations --- Anti-globalization movement --- anthropologist. --- anthropology. --- compact chapter. --- economist. --- emerging field. --- environmental crises. --- global economy. --- global studies. --- human rights abuses. --- illegal drug trade. --- nation-state. --- nationalism. --- new communications. --- new media. --- political social activist. --- professor. --- sex trafficking. --- social media. --- sociology. --- student. --- theoretical perspective. --- transnational ideologies. --- xenophobia.
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"In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness--cultural motifs or technical markers. Games were "localized," subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market."--Booki jacket.
Video games --- Video games industry --- Social aspects --- Video game industry --- Television games --- Videogames --- Electronic games industry --- Electronic games --- GAME STUDIES/Game History --- CULTURAL STUDIES/Global Studies --- BUSINESS/Business Technology --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Games
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