Download Free Glitterworlds Book in PDF and EPUB Free Download. You can read online Glitterworlds and write the review.

An original examination of the ubiquity of glitter—from bodily adornment to activist glitter bombing—and its vibrant and transformational properties. Glitter is everywhere, from crafting to makeup, from vagazelling to glitter-bombing, from fashion to fish. Glitter also gets everywhere. It sticks to what it is and isn't supposed to, and travels beyond its original uses, eliciting reactions ranging from delight to irritation. In Glitterworlds, Rebecca Coleman examines this ubiquity of glitter, following it as it moves across different popular cultural worlds and exploring its effect on understandings and experiences of gender, sexuality, class and race. Coleman investigates how girls engage with glitter in collaging workshops to imagine their futures; how glitter can adorn the outside and the inside of the body; how glitter features in the films Glitter and Precious; and how LGBTQ* activists glitter bomb homophobic and transphobic people. Throughout, Coleman attends to the plurality of politics that glitter generates, approaching this through the concepts of hope, wonder, fabulation, and prefigurative politics—all of which indicate the making of different, better worlds, although often not in ways that are straightforward or conventional. She develops an original account of future politics, where time is nonlinear and sometimes non-progressive. Coleman's argument brings together feminist cultural theory, feminist new materialisms, and theories on futures and temporality, in order to propose that we should understand glitter as a thing—vibrant, processual, transformational, and traversing boundaries between media and material, culture and nature, bodies and environments.
Object Lessons is a series of short, beautifully designed books about the hidden lives of ordinary things. Glitter reveals the complexity of an object often dismissed as frivolous. Nicole Seymour describes how glitter's consumption and status have shifted across centuries-from ancient cosmetic to queer activist tool, environmental pollutant to biodegradable accessory-along with its composition, which has variously included insects, glass, rocks, salt, sugar, plastic, and cellulose. Through a variety of examples, from glitterbombing to glitter beer, Seymour shows how this substance reflects the entanglements of consumerism, emotion, environmentalism, and gender/sexual identity. Object Lessons is published in partnership with an essay series in The Atlantic.
Vols. for 1970-71 includes manufacturers' catalogs.
A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.
A new approach to understanding the culture of ubiquitous connectivity, arguing that our dependence on networked infrastructure does not equal addiction. In this book, Susanna Paasonen takes on a dominant narrative repeated in journalistic and academic accounts for more than a decade: that we are addicted to devices, apps, and sites designed to distract us, that drive us to boredom, with detrimental effect on our capacities to focus, relate, remember, and be. Paasonen argues instead that network connectivity is a matter of infrastructure and necessary for the operations of the everyday. Dependencies on it do not equal addiction but speak to the networks within which our agency can take shape.
"A provocative look at late 19th-century French fashion, which discredits the couturier as "genius creator" and makes you think differently about the impact of the American women who influenced the market"--
Epic tale of giant-robot battles, built around a personal story of redemption and healing. Fly Hard. Rook is a jockey, a soldier trained and modified to fly `shells, ' huge robots that fight for the outer regions of settled space. When her shell is destroyed and her squad killed, Rook is imprisoned, left stranded, scarred and broken. Hollow and helpless without her steel frame, she's ready to call it quits. When her cohort of prisoners are sold into indenture to NorCol, a vast frontier corporation, Rook's given another shell - a near-decrepit Juno, as broken as she is and decades older - and sent to a rusting bucket of a ship on the end of known space to patrol something called ""the Eye,"" a strange, unnerving permanent storm in space. But they're not alone.
One of Woolf's most experimental novels, The Waves presents six characters in monologue - from morning until night, from childhood into old age - against a background of the sea. The result is a glorious chorus of voices that exists not to remark on the passing of events but to celebrate the connection between its various individual parts.
Stories by an experimental writer, ranging in length from a sentence to several pages. One story describes the way a few ill-chosen words can turn a minor dispute into high drama, another is on the bad luck of an explorer who accomplishes a perilous expedition, only to die on his way home. By the author of The End of the Story.
The highly-acclaimed first novel in the Revelation Space universe—a debut that has redefined the space opera with a staggering journey across vast gulfs of time and space to confront the very nature of reality itself... “[A] TOUR DE FORCE…RAVISHINGLY INVENTIVE.”—Publishers Weekly Nine hundred thousand years ago, something annihilated the Amarantin civilization just as it was on the verge of discovering space flight. Now one scientist, Dan Sylveste, will stop at nothing to solve the Amarantin riddle before ancient history repeats itself. With no other resources at his disposal, Sylveste forges a dangerous alliance with the cyborg crew of the starship Nostalgia for Infinity. But as he closes in on the secret, a killer closes in on him. Because the Amarantin were destroyed for a reason—and if that reason is uncovered, the universe—and reality itself—could be irrevocably altered...