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Pop Culture for Beginners promotes reflective engagement with the world around us and provides a set of tools for thinking critically about how meaning is created, reinforced, and circulated. Privileging a semiotic approach, the book’s first part, “The Pop Culture Toolbox,” outlines the development of pop culture studies; explains the semiotic framework; introduces students to a variety of critical lenses including Marxism, feminism, postcolonialism, and Critical Race Theory; and then offers an overview of several pop culture “pivot points” including authenticity, convergence culture, intersectionality, intertextuality, and subculture. The book’s second part provides a series of units, prepared in consultation with subject area experts, built around topics central to popular culture studies: television and film, music, comics, gaming, social media, and fandom. Each chapter includes “Your Turn” activities and discussion questions, as well as possible assignments and suggestions for further reading. The unit chapters in part two also include enabling questions as beginning points for thinking critically and sample readings demonstrating relevant scholarly approaches to popular culture; important vocabulary terms throughout are included in a substantive glossary at the end.
Now in paperback after six hardback printings, the damn funny...wild collection of bracingly intelligent essays about topics that aren't quite as intelligent as Chuck Klosterman'(Esquire). Following the success of Fargo Rock City, Klosterman, a senior writer at Spin magazine, is back with a hilarious and savvy manifesto for a youth gone wild on pop culture and media, taking on everything from Guns'n'Roses tribute bands to Christian fundamentalism to internet porn. 'Maddeningly smart and funny' - Washington Post'
Hop on Pop showcases the work of a new generation of scholars—from fields such as media studies, literature, cinema, and cultural studies—whose writing has been informed by their ongoing involvement with popular culture and who draw insight from their lived experiences as critics, fans, and consumers. Proceeding from their deep political commitment to a new kind of populist grassroots politics, these writers challenge old modes of studying the everyday. As they rework traditional scholarly language, they search for new ways to write about our complex and compelling engagements with the politics and pleasures of popular culture and sketch a new and lively vocabulary for the field of cultural studies. The essays cover a wide and colorful array of subjects including pro wrestling, the computer games Myst and Doom, soap operas, baseball card collecting, the Tour de France, karaoke, lesbian desire in the Wizard of Oz, Internet fandom for the series Babylon 5, and the stress-management industry. Broader themes examined include the origins of popular culture, the aesthetics and politics of performance, and the social and cultural processes by which objects and practices are deemed tasteful or tasteless. The commitment that binds the contributors is to an emergent perspective in cultural studies, one that engages with popular culture as the culture that "sticks to the skin," that becomes so much a part of us that it becomes increasingly difficult to examine it from a distance. By refusing to deny or rationalize their own often contradictory identifications with popular culture, the contributors ensure that the volume as a whole reflects the immediacy and vibrancy of its objects of study. Hop on Pop will appeal to those engaged in the study of popular culture, American studies, cultural studies, cinema and visual studies, as well as to the general educated reader. Contributors. John Bloom, Gerry Bloustein, Aniko Bodroghkozy, Diane Brooks, Peter Chvany, Elana Crane, Alexander Doty, Rob Drew, Stephen Duncombe, Nick Evans, Eric Freedman, Joy Fuqua, Tony Grajeda, Katherine Green, John Hartley, Heather Hendershot, Henry Jenkins, Eithne Johnson, Louis Kaplan, Maria Koundoura, Sharon Mazer, Anna McCarthy, Tara McPherson, Angela Ndalianis, Edward O’Neill, Catherine Palmer, Roberta Pearson, Elayne Rapping, Eric Schaefer, Jane Shattuc, Greg Smith, Ellen Strain, Matthew Tinkhom, William Uricchio, Amy Villarego, Robyn Warhol, Charles Weigl, Alan Wexelblat, Pamela Robertson Wojcik, Nabeel Zuberi
The untold story of how Japan became a cultural superpower through the fantastic inventions that captured—and transformed—the world’s imagination. “A masterful book driven by deep research, new insights, and powerful storytelling.”—W. David Marx, author of Ametora: How Japan Saved American Style Japan is the forge of the world’s fantasies: karaoke and the Walkman, manga and anime, Pac-Man and Pokémon, online imageboards and emojis. But as Japan media veteran Matt Alt proves in this brilliant investigation, these novelties did more than entertain. They paved the way for our perplexing modern lives. In the 1970s and ’80s, Japan seemed to exist in some near future, gliding on the superior technology of Sony and Toyota. Then a catastrophic 1990 stock-market crash ushered in the “lost decades” of deep recession and social dysfunction. The end of the boom should have plunged Japan into irrelevance, but that’s precisely when its cultural clout soared—when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and multimedia empires like Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products gave us new tools for coping with trying times. They also transformed us as we consumed them—connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japan’s pop-media complex remade global culture.
The Comic-Con phenomenon—and what it means for your business The annual trade show Comic-Con International isn’t just fun and games. According to award-winning business author and futurist Rob Salkowitz it’s a “massive focus group and marketing megaphone” for Hollywood—and in Comic-Con and the Business of Pop Culture, he examines the business of popular culture through the lens of Comic-Con. Salkowitz offers an entertaining and substantive look at the show, providing a close look at the comic-book and videogame industries’ expanding influence on marketing, merchandising, and the entertainment industry. Rob Salkowitz is founder and Principle Consultant for the communications firm MediaPlant, LLC.
What can South Park tell us about Socrates and the nature of evil? How does The Office help us to understand Sartre and existentialist ethics? Can Battlestar Galactica shed light on the existence of God? Introducing Philosophy Through Pop Culture uses popular culture to illustrate important philosophical concepts and the work of the major philosophers With examples from film, television, and music including South Park, The Matrix , X-Men, Batman, Harry Potter, Metallica and Lost, even the most abstract and complex philosophical ideas become easier to grasp Features key essays from across the Blackwell Philosophy and Pop Culture series, as well as helpful editorial material and a glossary of philosophical terms From metaphysics to epistemology; from ethics to the meaning of life, this unique introduction makes philosophy as engaging as popular culture itself Supplementary website available with teaching guides, sample materials and links to further resources at www.pop-philosophy.org
A candid, often humorous look at how to find truth in music, movies, television, and other aspects of pop culture. Includes photos, artwork, and sidebars.
The bestselling author of "Sex, Drugs, and Cocoa Puffs" returns with an all-original nonfiction collection of questions and answers about pop culture, sports, and the meaning of reality.
The first introductory textbook to situate popular culture studies in the United States as an academic discipline with its own history and approach to examining American culture, its rituals, beliefs, and the objects that shape its existence.
René Girard, Theology, and Pop Culture provides a fresh and engaging introduction to and the application of René Girard's mimetic theory. From movies to social media, television to graphic novels, the contributors explore popular culture's theological depths and challenge readers to consider what culture reveals about them.