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While so many books on technology look at new advances and digital technologies, The Routledge Companion to Media Technology and Obsolescence looks back at analog technologies that are disappearing, considering their demise and what it says about media history, pop culture, and the nature of nostalgia. From card catalogs and typewriters to stock tickers and cathode ray tubes, contributors examine the legacy of analog technologies, including those, like vinyl records, that may be experiencing a resurgency. Each essay includes a brief history of the technology leading up to its peak, an analysis of the reasons for its decline, and a discussion of its influence on newer technologies.
Although media studies and digital humanities are established fields, their overlaps have not been examined in depth. This comprehensive collection fills that gap, giving readers a critical guide to understanding the array of methodologies and projects operating at the intersections of media, culture, and practice. Topics include: access, praxis, social justice, design, interaction, interfaces, mediation, materiality, remediation, data, memory, making, programming, and hacking.
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.
Around the globe, people now engage with media content across multiple platforms, following stories, characters, worlds, brands and other information across a spectrum of media channels. This transmedia phenomenon has led to the burgeoning of transmedia studies in media, cultural studies and communication departments across the academy. The Routledge Companion to Transmedia Studies is the definitive volume for scholars and students interested in comprehending all the various aspects of transmediality. This collection, which gathers together original articles by a global roster of contributors from a variety of disciplines, sets out to contextualize, problematize and scrutinize the current status and future directions of transmediality, exploring the industries, arts, practices, cultures, and methodologies of studying convergent media across multiple platforms.
Digital spaces are saturated with metaphor: we have pages, sites, mice, and windows. Yet, in the world of digital textuality, these metaphors no longer function as we might expect. Martin Paul Eve calls attention to the digital-textual metaphors that condition our experience of digital space, and traces their history as they interact with physical cultures. Eve posits that digital-textual metaphors move through three life phases. Initially they are descriptive. Then they encounter a moment of fracture or rupture. Finally, they go on to have a prescriptive life of their own that conditions future possibilities for our text environments—even when the metaphors have become untethered from their original intent. Why is "whitespace" white? Was the digital page always a foregone conclusion? Over a series of theses, Eve addresses these and other questions in order to understand the moments when digital-textual metaphors break and to show us how it is that our textual softwares become locked into paradigms that no longer make sense. Contributing to book history, literary studies, new media studies, and material textual studies, Theses on the Metaphors of Digital-Textual History provides generative insights into the metaphors that define our digital worlds.
This collection presents new work in risk media studies from critical humanities perspectives. Defining, historicizing, and consolidating current scholarship, the volume seeks to shape an emerging field, signposting its generative insights while examining its implicit assumptions. When and under what conditions does risk emerge? How is risk mediated? Who are the targets of risk media? Who manages risk? Who lives with it? Who are most in danger? Such questions—the what, how, who, when, and why of risk media—inform the scope of this volume. With roots in critical media studies and science and technology studies, it hopes to inspire new questions, perspectives, frameworks, and analytical tools not only for risk, media, and communication studies, but also for social and cultural theories. Editors Bishnupriya Ghosh and Bhaskar Sarkar bring together contributors who elucidate and interrogate risk media’s varied histories and futures. This book is meant for students and scholars of media and communication studies, science and technology studies, and the interdisciplinary humanities, looking either to deepen their engagement with risk media or to broaden their knowledge of this emerging field.
American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.
From The Brothers Karamazov to Star Trek to Twin Peaks, this collection explores a variety of different imaginary worlds both historic and contemporary. Featuring contributions from an interdisciplinary and international group of scholars, each essay looks at a particular imaginary world in-depth, and world-building issues associated with that world. Together, the essays explore the relationship between the worlds and the media in which they appear as they examine imaginary worlds in literature, television, film, computer games, and theatre, with many existing across multiple media simultaneously. The book argues that the media incarnation of a world affects world structure and poses unique obstacles to the act of world-building. The worlds discussed include Nazar, Barsetshire, Skotopogonievsk, the Vorkosigan Universe, Grover’s Corners, Gormenghast, Collinsport, Daventry, Dune, the Death Gate Cycle universe, Twin Peaks, and the Star Trek galaxy. A follow-up to Mark J. P. Wolf ’s field-defining book Building Imaginary Worlds, this collection will be of critical interest to students and scholars of popular culture, subcreation studies, transmedia studies, literature, and beyond.
The Routledge Handbook of Nostalgia serves as a guide to the complex and often contradictory concept of nostalgia, as well as the field of “nostalgia studies” more broadly. Nostalgia is an area of intense interest across several disciplines as well as within society and culture more generally. This handbook brings together an international, interdisciplinary team of researchers to survey the current landscape and identify common trends, achievements, and gaps in existing literature. Comprising 45 chapters, the volume covers the following topics: Disciplinary perspectives of nostalgias including philosophy, history, literature, and psychology. Conceptual aspects of nostalgia including homesickness, temporality, affectivity, and memory. Historical and political dimensions such as afro-nostalgia, populism, feminism, and queer nostalgia. Spatial and material aspects of nostalgia including ruins, regionalism, and objects. Media-related nostalgia such as analogue and digital nostalgia, reboots, revivals, gaming, and graphic novels. Essential reading for students and researchers working in nostalgia studies, this book will also be beneficial to related disciplines such as philosophy, anthropology, geography, history, and literature; cultural, media, heritage, museum, and film studies courses; and more generally for readers interested in how the past is represented and used in the present.
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.