Convergence Culture Reconsidered for the Humanities
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Understanding the Value of Arts & Culture | the AHRC Cultural Value
Understanding the value of arts & culture The AHRC Cultural Value Project Geoffrey Crossick & Patrycja Kaszynska 2 Understanding the value of arts & culture The AHRC Cultural Value Project Geoffrey Crossick & Patrycja Kaszynska THE AHRC CULTURAL VALUE PROJECT CONTENTS Foreword 3 4. The engaged citizen: civic agency 58 & civic engagement Executive summary 6 Preconditions for political engagement 59 Civic space and civic engagement: three case studies 61 Part 1 Introduction Creative challenge: cultural industries, digging 63 and climate change 1. Rethinking the terms of the cultural 12 Culture, conflict and post-conflict: 66 value debate a double-edged sword? The Cultural Value Project 12 Culture and art: a brief intellectual history 14 5. Communities, Regeneration and Space 71 Cultural policy and the many lives of cultural value 16 Place, identity and public art 71 Beyond dichotomies: the view from 19 Urban regeneration 74 Cultural Value Project awards Creative places, creative quarters 77 Prioritising experience and methodological diversity 21 Community arts 81 Coda: arts, culture and rural communities 83 2. Cross-cutting themes 25 Modes of cultural engagement 25 6. Economy: impact, innovation and ecology 86 Arts and culture in an unequal society 29 The economic benefits of what? 87 Digital transformations 34 Ways of counting 89 Wellbeing and capabilities 37 Agglomeration and attractiveness 91 The innovation economy 92 Part 2 Components of Cultural Value Ecologies of culture 95 3. The reflective individual 42 7. Health, ageing and wellbeing 100 Cultural engagement and the self 43 Therapeutic, clinical and environmental 101 Case study: arts, culture and the criminal 47 interventions justice system Community-based arts and health 104 Cultural engagement and the other 49 Longer-term health benefits and subjective 106 Case study: professional and informal carers 51 wellbeing Culture and international influence 54 Ageing and dementia 108 Two cultures? 110 8. -
Cultural Studies, Romanticism, and the New Media J. David Black A
Wiring Birmingham: Cultural Studies, Romanticism, and the New Media J. David Black A thesis submitted to the Faculty of Graduate Studies in partial f'hlfilment ofthe requirements for the degree of Doctor of Philosophy Graduate Programme in Social and Political Thought York University North York, Ontario May 1999 National Library Bibliotheque nationale I*m of Canada du Canada Acquisitions and Acquisitions et Bibliographic Services services bibliographiques 395 Wellington Street 395. rue Wellington OtiawaON KlAON4 Ottawa ON K1A ON4 Canada Canada The author has granted a non- L'auteur a accorde melicence non exclusive licence allowing the exclusive permettant a la National Library of Canada to Bibliotheque nationale du Canada de reproduce, loan, distribute or sell reproduire, preter, distibuer ou copies of this thesis in microform, vendre des copies de cette these sous paper or electronic formats. la forme de microfiche/film, de reproduction sur papier ou sur fonnat Bectronique. The author retains ownership of the L'auteur conserve la propnete du copyright in this thesis. Neither the droit d'auteur qui protege cette these. thesis nor substantial extracts flom it Ni la these ni des extraits substantiels may be printed or otherwise de celle-ci ne doivent etre imprimes reproduced without the author's ou autrement reproduits sans son permission. autorisation. Wiring Birmingham: Cultural Studies, Romanticism, and the New Media by John David Black a dissertation submitted to the Faculty of Graduate Studies of York University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY 0 Permission has been granted to the LIBRARY OF YORK UNIVERSITY to lend or sell copies of this dissertation, to the NATIONAL LIBRARY OF CANADA to microfilm this dissertation and to lend or sell copies of the film, and to UNIVERSITY MICROFILMS to publish an abstract of this dissertation. -
Icons of Survival: Metahumanism As Planetary Defense." Nerd Ecology: Defending the Earth with Unpopular Culture
Lioi, Anthony. "Icons of Survival: Metahumanism as Planetary Defense." Nerd Ecology: Defending the Earth with Unpopular Culture. London: Bloomsbury Academic, 2016. 169–196. Environmental Cultures. Bloomsbury Collections. Web. 25 Sep. 2021. <http:// dx.doi.org/10.5040/9781474219730.ch-007>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 25 September 2021, 20:32 UTC. Copyright © Anthony Lioi 2016. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 6 Icons of Survival: Metahumanism as Planetary Defense In which I argue that superhero comics, the most maligned of nerd genres, theorize the transformation of ethics and politics necessary to the project of planetary defense. The figure of the “metahuman,” the human with superpowers and purpose, embodies the transfigured nerd whose defects—intellect, swarm-behavior, abnormality, flux, and love of machines—become virtues of survival in the twenty-first century. The conflict among capitalism, fascism, and communism, which drove the Cold War and its immediate aftermath, also drove the Golden and Silver Ages of Comics. In the era of planetary emergency, these forces reconfigure themselves as different versions of world-destruction. The metahuman also signifies going “beyond” these economic and political systems into orders that preserve democracy without destroying the biosphere. Therefore, the styles of metahuman figuration represent an appeal to tradition and a technique of transformation. I call these strategies the iconic style and metamorphic style. The iconic style, more typical of DC Comics, makes the hero an icon of virtue, and metahuman powers manifest as visible signs: the “S” of Superman, the tiara and golden lasso of Wonder Woman. -
Oral History Interview
Oral History Interview with Arigon Starr Interview Conducted by Julie Pearson-Little Thunder March 13, 2017 Spotlighting Oklahoma Oral History Project Oklahoma Oral History Research Program Edmon Low Library ● Oklahoma State University © 2017 Spotlighting Oklahoma Oral History Project Interview History Interviewer: Julie Pearson-Little Thunder Transcriber: Dakota Daves Editors: Rosalie Swingle, Micki White The recording and transcript of this interview were processed at the Oklahoma State University Library in Stillwater, Oklahoma. Project Detail The purpose of the Spotlighting Oklahoma Oral History Project is to document the development of the state by recording its cultural and intellectual history. This project was approved by the Oklahoma State University Institutional Review Board on April 15, 2009. Legal Status Scholarly use of the recordings and transcripts of the interview with Arigon Starr is unrestricted. The interview agreement was signed on March 13, 2017. 2 Spotlighting Oklahoma Oral History Project About Arigon Starr… Arigon Starr took her middle name for a last name because her family moved constantly with her Navy father and she got tired of coaching new teachers and her friends on how to pronounce Wahpecome. Kickapoo, Creek, Cherokee, and Seneca, Starr is equally at home in music, theater, comics, and graphic novels. After high school, she worked a variety of office jobs in Hollywood while performing her original music on the side. She is a long-time member of Native Voices at the Autry, which first tapped her as an actor and later helped promote her singing and composing talents in her one-woman musical, The Red Road, which also became a radio play. -
Irrevocability in Games Daniel J
Worcester Polytechnic Institute Digital WPI Interactive Qualifying Projects (All Years) Interactive Qualifying Projects April 2012 Irrevocability in Games Daniel J. White Worcester Polytechnic Institute Michael Lee Grossfeld Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/iqp-all Repository Citation White, D. J., & Grossfeld, M. L. (2012). Irrevocability in Games. Retrieved from https://digitalcommons.wpi.edu/iqp-all/2947 This Unrestricted is brought to you for free and open access by the Interactive Qualifying Projects at Digital WPI. It has been accepted for inclusion in Interactive Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. IRREVOCABILITY IN GAMES Interactive Qualifying Project Report completed in partial fulfillment of the Bachelor of Science degree at Worcester Polytechnic Institute, Worcester, MA Submitted to: Professor Brian Moriarty Daniel White Michael Grossfeld 1 Abstract This report examines the history and future application of irrevocability in video games. Decision making is an essential part of playing video games and irrevocability negates replayability by disallowing alternate decisions. We found that successful games with this theme exhibit irreversibility in both story and game mechanics. Future games looking to use irrevocability well must create an ownership that the player feels towards the experience by balancing these two mechanics. 2 Table of Contents IRREVOCABILITY IN -
Ridley Scott Is Re-Engineering the Iconic Xenomorph for an Alien Prequel/Sequel That’S Taking the Sci-Fi Horror Series Back to Its Fright-Filled Roots
ON SET 72 Nearly four decades after bursting onto the scene, Ridley Scott is re-engineering the iconic xenomorph for an Alien prequel/sequel that’s taking the sci-fi horror series back to its fright-filled roots. Total Film takes an express elevator to hell – aka the Sydney set of ALIEN: COVENANT – and comes face to face with a perfect organism. WORDS JORDan FARLEY TOTAL FILM | JULy 2017 ALIEN: COVENANT 73 JULy 2017 | TOTAL FILM MAKING OF idley Scott remembers Shepperton Studios like he’s just woken up from hypersleep. He remembers making movie history with Alien in 1979. Above all, he remembers his idle hands. How his own digits doubled for the finger-like legs of the facehugger twitching inside the egg. How he drew the film’s storyboards while studio suits ummed and ahhed over the budget. How he would improvise and improve set-ups until seconds before shooting, all because sitting around 74 – a common experience on film sets – would drive him “crazy”. If Ridley Scott’s own Alien memories are inextricably associated 78-year-old filmmaker’s mind for half nightmare and bland crossover franchise with idle hands, it’s only right that the his life. “Did it come about by accident… fodder. Scott famously returned to xenomorph itself, as revealed in Alien: or was it by design?” the series he launched in 2012 with Covenant, should be the product of a One thing’s for certain: intelligent Prometheus, an ambitious but flawed devil’s workshop. “Why on earth would design has rarely figured into the ad hoc prequel about the origins of humanity anyone make such a creature, and to evolution of the Alien series. -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
Convergence Culture Reconsidered
Reconsidering Transmedia(l) Worlds Nicole Gabriel, Bogna Kazur, and Kai Matuszkiewicz 1. Introduction “Any thoughtful study of contemporary transmedia must start with the vital caveat that transmedia is not a new phenomenon, born of the digital age.” (Jason Mittell 2014, 253; emphasis in the original) To begin with, we would like to agree with the general sentiment of Mittell’s statement: ‘transmedia,’ which Mittell seems to use as an abbreviation of the term ‘transmediality,’ is not a new phenomenon. But can it really be a mere coincidence that these two terms and other related concepts such as ‘transmedial worlds’ have been introduced and extensively discussed in academic discourses since the early 2000s, less than ten years after the introduction of home computers and the inter- net to numerous private households, and at about the same time as the Web 2.0 came into existence? We do not think so. Rather, we believe that the increasing research interest of media studies in these phenomena and the various concepts used in this research field are indicators of a fundamental change in (trans)media culture that is a result of the emergence of digital technologies as well as their mas- sive influence on our everyday lives. The aims of this paper are to take a closer look at the terminology used to de- scribe different phenomena in the field of transmedia studies, to differentiate be- tween these terms and concepts and render them more precise, and to put trans- media(l) worlds into a historical context through the analysis of three case studies: the transmedial universe of Sherlock Holmes, the Alien saga, and the transmedial world of The Legend of Zelda. -
Henry Jenkins Convergence Culture Where Old and New Media
Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands. -
Read Book Sherlock Holmes Vs Dracula
SHERLOCK HOLMES VS DRACULA PDF, EPUB, EBOOK Loren D. Estleman | 208 pages | 09 Nov 2012 | Titan Books Ltd | 9781781161425 | English | London, United Kingdom Sherlock Holmes vs Dracula PDF Book Your use of the site and services is subject to these policies and terms. Was the bought-for-mega bucks Medieval anywhere near faultless? Gallery Books. I sincerely hope that DC Comics moves forward with this series. The supremely rational Holmes also proves remarkably quick to accept the reality of vampire s on the basis of very little evidence. Adapted for radio by Glyn Dearman from Loren D. Rather than crafting a whole new narrative that would cast aside everything in the original Dracula and face criticism for changing a lot of things, this book works as a companion piece, an add-on to the classic. With Simon Davis he recently worked on a survival horror series, Stone Island, and he has also produced a comic version of the computer game Hellgate: London with Steve Pugh. I am also able to admit when I'm wrong. Victorian Undead 2 books. Edited by ImportBot. Add to the confounded confusion - Van Helsing, Dracula and the lot! Professor Stark once again will take the Wayback Machine down to the lowermost levels of development hell, armed only with a crucifix, a feather duster and his trusted fireplace bellows to brush off an old spec script that deservedly— and with due market diligence — should rise again. Hyde and the Invisible Man in one fell swoop. My Top How do you write a period piece that will both appeal to purists, fanboys, tweens and civilians alike? Log in or register to write something here or to contact authors. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
Overwatch Ultimate Voice Lines
Overwatch ultimate voice lines Continue The ultimate ability in Overwatch is the ultimate way to take control of the match and turn things in your favor. Some have powerful attacking abilities, while others support abilities for your team. Knowing how and when to react when you hear the ultimate enemy quote is the key to getting out of the line of fire and staying alive. We rank each Overwatch Ultimate Voice Line character from the least to the scariest so you know how urgently you need to respond... and what is best to do in this situation. We will continue to update this list as soon as Blizzard adds a few more characters to reset. In the meantime, watch out for these quotes when you play and know how best to react! Last updated: Wednesday, April 15 202032. Reality bends to my willSymmetraPoor old Symmetra. Initially one of the least played heroes in the game, and even after huge changes last year, still has not found himself in meta. However, it is much more enjoyable for both the game and the fight, and its ultimate can be useful, but only if perfectly placed, and is used similarly to zenyatta in the fight against the extremely spectacular enemy ultimate.31. Pass Into The Iris'enyatta'enyatta's Ultimate makes him unbeaten for a short period, as well as greatly healing his teammates around him. It won't cause you any damage, so it's not something you need to escape urgently from, but it makes skirmishes with enemies tough because of their temporary health enhancement.