Eighteenth-century English is often associated with normative grammar. But to what extent did prescriptivism impact ongoing processes of linguistic change? The authors of this volume examine a variety of linguistic changes in a corpus of personal correspondence, including the auxiliary do, verbal -sand the progressive aspect, and they conclude that direct normative influence on them must have b…
In a world where the notion of home is more traumatizing than it is comforting, artists are using this literal and figurative space to reframe human responses to trauma. Building on the scholarship of key art historians and theorists such as Judith Butler and Mieke Bal, Claudette Lauzon embarks upon a transnational analysis of contemporary artists who challenge the assumption that ‘home’ is…
Newsreel cinema and television not only served as an important tool in the shaping of political spheres and the construction of national and cultural identities up to the 1960s. Today’s potent televisual forms were furthermore developed in and strongly influenced by newsreels, and much of the archived newsreel footage is repeatedly used to both illustrate and re-stage past events and their si…
Musical worlds in Yogyakarta is an ethnographic account of a vibrant Indonesian city during the turbulent early post-Soeharto years. The book examines musical performance in public contexts ranging from the street and neighbourhood through to commercial venues and state environments such as Yogyakarta’s regional parliament, its military institutions, universities and the Sultan’s palace. It…
Increasingly, technology is at stake in toys, games and playing. With the immense popularity of computer games, questions concerning the role and function of technology in play have become more pressing. A key aspect of the increasing technologization and digitalization of both toys and play is the vagueness of borders between producers, consumers and players. In these so-called participatory c…
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…
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…
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…
'Strange Science: Investigating the Limits of Knowledge in the Victorian Age' is an unprecedented collection that examines marginal, fringe, and unconventional forms of scientific inquiry, as well as their cultural representations in the Victorian period. Although now relegated to the category of the pseudoscientific, fields like mesmerism and psychical research captured the imagination of the …
This open access book examines how the social sciences can be integrated into the praxis of engineering and science, presenting unique perspectives on the interplay between engineering and social science. Motivated by the report by the Commission on Humanities and Social Sciences of the American Association of Arts and Sciences, which emphasizes the importance of social sciences and Humanities …