Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing…
In Finding Voice, Kim Berman demonstrates how she was able to use visual arts training in disenfranchised communities as a tool for political and social transformation in South Africa. Using her own fieldwork as a case study, Berman shows how hands-on work in the arts with learners of all ages and backgrounds can contribute to economic stability by developing new skills, as well as enhancing pu…
This volume features new work on cinema in early twentieth-century Hong Kong, Taiwan, and Republican China. Looking beyond relatively well-studied cities like Shanghai, these essays foreground cinema’s relationship with imperialism and colonialism and emphasize the rapid development of cinema as a sociocultural institution. These essays examine where films were screened; how cinema-going as a…
Skate Life examines how young male skateboarders use skate culture media in the production of their identities. Emily Chivers Yochim offers a comprehensive ethnographic analysis of an Ann Arbor, Michigan, skateboarding community, situating it within a larger historical examination of skateboarding's portrayal in mainstream media and a critique of mainstream, niche, and locally produced media te…
From Attali's "cold social silence" to Baudrillard's hallucinatory reality, reproduced music has long been the target of critical attack. In Bytes and Backbeats, however, Steve Savage deploys an innovative combination of designed recording projects, ethnographic studies of contemporary music practice, and critical analysis to challenge many of these traditional attitudes about the creation and …
"A major contribution to the study of global events in times of global media. Owning the Olympics tests the possibilities and limits of the concept of 'media events' by analyzing the mega-event of the information age: the Beijing Olympics. . . . A good read from cover to cover." —Guobin Yang, Associate Professor, Asian/Middle Eastern Cultures & Sociology, Barnard College, Columbia University …
Atari’s 1981 arcade hit Tempest was a “tube shooter” built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game’s initial play difficulty (a system Atari dubbed “SkillStep”), a feature that has since became standard for games of all t…
Are the humanities still relevant in the twenty-first century? In the context of pervasive economic liberalism and shrinking budgets due to a deep and prolonged recession, the exigency of humanities research for society is increasingly put into question. This volume claims that the humanities do indeed matter by offering empirically-grounded critical reflections on contemporary cultural practic…
Through a rigorous quantitative/qualitative discourse analysis - never before undertaken in relation to online fanfiction and its reception - Fanfiction and the Author demonstrates how fanfic relating to Sherlock, Game of Thrones and Supernatural works to change and consolidate the discourses of masculinity, authority, and authorship created through these TV texts. As a result, this book innova…
A long-term study providing rare insights into the precarious career and ordinary working culture of professional footballers. Away from the celebrity-obsessed media gaze, the work of a professional footballer is rarely glamorous and for most players a career in football is insecure and short-lived. A former professional, Martin Roderick’s familiarity with the world of football is the foundat…