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Top Series in Canada

Showing 1 - 12 of 12 results for “kristine ask”
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  • Play Like a Fangirl

    Creative Desire in Video Games

    Series series Playful Thinking
    How women and queer gamers express and elicit excitement, creativity, and desire in online gaming communities and beyond.How do cosplayers, modders, fan artists, fanfiction authors, and TikTok content creators build communities for marginalized and underserved fans of games? In Play Like a Fangirl, Kristine Ask, Ashley Guajardo, Tanja Sihvonen, and Jess Tompkins look at the collective efforts of ... Read more

    $31.99 CAD

  • Digitalization and Social Change

    A Guide in Critical Thinking

    Digitalization is shaping our everyday lives, yet navigating the changes it entails can feel like trekking into the unknown, where both the possibilities and the consequences are unclear and difficult to grasp. Exploring how digitalization affects all aspects of our lives, from health to culture, this book aims to develop and strengthen the reader’s ability to think critically about such ... Read more

    $86.56 CAD

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  • Teaching the Game

    A collection of syllabi for game design, development, and implementation, Vol. 1

    The goal of this book was to collect interdisciplinary syllabi of courses that implement, utilize, and/or teach the development or analyses of games. Chapters include a catalog description, course purposes and objectives, context, pedagogy, assignments, assessment, an expanded course outline, and a set of best practices for instruction. Readers will be able to develop or adapt their own syllabi ... Read more

    $2.99 CAD

  • The New Age of Sexism

    How AI and Emerging Technologies Are Reinventing Misogyny

    by Laura Bates ...
    "[An] eye-popping exposé." —Publishers Weekly, starred reviewMisogyny is being hardwired into our future. Can we stop it?We like to believe we're moving closer to equality, riding the wave of technological progress into a brighter, fairer future. But beneath the glossy surface of innovation lies a chilling truth: new technologies are not just failing to solve age-old inequalities—they're deepening ... Read more

    $15.19 CAD

  • Memes in Digital Culture

    by Limor Shifman ...
    Series series The MIT Press Essential Knowledge series
    Taking “Gangnam Style” seriously: what Internet memes can tell us about digital culture.In December 2012, the exuberant video “Gangnam Style” became the first YouTube clip to be viewed more than one billion times. Thousands of its viewers responded by creating and posting their own variations of the video—“Mitt Romney Style,” “NASA Johnson Style,” “Egyptian Style,” and many others. “Gangnam Style” ... Read more

    $19.99 CAD

  • Life in Media

    A Global Introduction to Media Studies

    by Mark Deuze ...
    A new way to teach media studies that centers students’ lived experiences and diverse perspectives from around the world.From the intimate to the mundane, most aspects of our lives—how we learn, love, work, and play—take place in media. Taking an expansive, global perspective, this introductory textbook covers what it means to live in, rather than with, media. Mark Deuze focuses on the lived ... Read more

    $67.99 CAD

  • Fan Fiction and Fan Communities in the Age of the Internet: New Essays

    New Essays

    Fans have been responding to literary works since the days of Homer's Odyssey and Euripedes' Medea. More recently, a number of science fiction, fantasy, media, and game works have found devoted fan followings. The advent of the Internet has brought these groups from relatively limited, face-to-face enterprises to easily accessible global communities, within which fan texts proliferate and are ... Read more

    $21.99 CAD

  • The Equality Machine

    Harnessing Digital Technology for a Brighter, More Inclusive Future

    by Orly Lobel ...
    **AN ECONOMIST BEST BOOK OF 2022At a time when AI and digital platforms are under fire, Orly Lobel, a renowned tech policy scholar, defends technology as a powerful tool we can harness to achieve equality and a better future.**Much has been written about the challenges tech presents to equality and democracy. But we can either criticize big data and automation or steer it to do better. Lobel makes ... Read more

    $22.99 CAD

  • Coming of Age in Second Life

    An Anthropologist Explores the Virtually Human

    Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are ... Read more

    $35.19 CAD

  • The Quantified Self

    With the advent of digital devices and software, self-tracking practices have gained new adherents and have spread into a wide array of social domains. The Quantified Self movement has emerged to promote 'self-knowledge through numbers'.In this groundbreaking book Deborah Lupton critically analyses the social, cultural and political dimensions of contemporary self-tracking and identifies the ... Read more

    $17.99 CAD

  • Fans, Bloggers, and Gamers

    Exploring Participatory Culture

    by Henry Jenkins ...
    Brings together the highlights of a decade and a half of groundbreaking research into the cultural life of media consumersHenry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active, creative, critically engaged, and socially connected consumers of popular culture and that they represent the vanguard of a new relationship with mass media. Though ... Read more

    $32.99 CAD

  • The Videogame Industry Does Not Exist

    Why We Should Think Beyond Commercial Game Production

    by Brendan Keogh ...
    Understanding the precarious reality of videogame production beyond the corporate blockbuster studios of North America—with insights from 400+ game developers.The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small ... Read more

    $43.99 CAD