Skip to main content

Shopping Cart

You're getting the VIP treatment!

Item(s) unavailable for purchase
Please review your cart. You can remove the unavailable item(s) now or we'll automatically remove it at Checkout.
itemsitem
itemsitem

Recommended For You

Loading...


“mahli ann butt”

Showing 1 - 12 of 12 results for “mahli ann butt”
Skip side bar filters
  • Game Studies

    A Critical Introduction to the Field

    From Among Us to Minecraft, Catan to Dungeons and Dragons, games and play are fundamentally transforming how we understand storytelling, education, identity, politics, and creativity.Game Studies provides the first ever critical and comprehensive introduction for navigating this complex, interdisciplinary, and rapidly growing research field. Each chapter introduces a timely area of debate in games ... Read more

    $20.99 CAD

People who read this also enjoyed

  • 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

  • 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

    $36.99 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

  • Robot Ethics

    Series series The MIT Press Essential Knowledge series
    A guide to the ethical questions that arise from our use of industrial robots, robot companions, self-driving cars, and other robotic devices.Does a robot have moral agency? Can it be held responsible for its actions? Do humans owe robots anything? Will robots take our jobs? These are some of the ethical and moral quandaries that we should address now, as robots and other intelligent devices ... Read more

    $18.39 CAD

  • New Media

    A Critical Introduction

    New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies.The authors ... Read more

    $124.99 CAD

  • Games of Empire

    Global Capitalism and Video Games

    Series Book 29 - Electronic Mediations
    In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer ... Read more

    $22.99 CAD

  • Communities of Play

    Emergent Cultures in Multiplayer Games and Virtual Worlds

    by Celia Pearce ...
    The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play ... Read more

    $31.99 CAD

  • Cyborg

    Series series The MIT Press Essential Knowledge series
    A concise introduction to cyborg theory that examines the way in which technology is situated, political, and embodied.This introduction to cyborg theory provides a critical vantage point for analyzing the claims around emerging technologies like automation, robots, and AI. Cyborg analyzes and reframes popular and scholarly conversations about cyborgs from the perspective of feminist cyborg theory ... Read more

    $18.39 CAD

  • Cyberculture Theorists

    Manuel Castells and Donna Haraway

    by David Bell ...
    Series series Routledge Critical Thinkers
    This book surveys a ‘cluster’ of works that seek to explore the cultures of cyberspace, the Internet and the information society. It introduces key ideas, and includes detailed discussion of the work of two key thinkers in this area, Manuel Castells and Donna Haraway, as well as outlining the development of cyberculture studies as a field. To do this, the book also explores selected ‘moments’ in ... Read more

    $47.99 CAD

  • The Meaning and Culture of Grand Theft Auto

    Critical Essays

    Edited by Nate Garrelts ...
    The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA) ... Read more

    $15.99 CAD

  • Ready Player Two

    Women Gamers and Designed Identity

    by Shira Chess ...
    Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of ... Read more

    $24.99 CAD