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Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. It is argued that the general perception of digital changed fundamentally following the release of Grand Theft Auto III. The second section of the book approaches the games as they might be studied absent of the controversy. These essays study why and how players meaningfully play Grand Theft Auto games, reflecting on the elements of daily life that are represented in the games. They discuss the connection between game space and real space and the many ways that players mediate the symbols in a game with their minds, computers, and controllers.
Together, the contributions position videogame art as an interdisciplinary mix of digital technologies and the traditional art forms. Of particular interest in this volume are machinima, game console artwork, politically oriented videogame art, and the production of digital art. This new and revised edition features an extended critical introduction from the editors and updated interviews with the foremost artists in the field. Rounding out the book is a critique of the commercial videogame industry comprising essays on the current quality and originality of videogames.
From creepy picture books to Harry Potter, Lemony Snicket, the Spiderwick Chronicles, and countless vampire series for young adult readers, fear has become a dominant mode of entertainment for young readers. The last two decades have seen an enormous growth in the critical study of two very different genres, the Gothic and children’s literature.
The Gothic, concerned with the perverse and the forbidden, with adult sexuality and religious or metaphysical doubts and heresies, seems to represent everything that children’s literature, as a genre, was designed to keep out. Indeed, this does seem to be very much the way that children’s literature was marketed in the late eighteenth century, at exactly the same time that the Gothic was really taking off, written by the same women novelists who were responsible for the promotion of a safe and segregated children’s literature.
This collection examines the early intersection of the Gothic and children’s literature and the contemporary manifestations of the gothic impulse, revealing that Gothic elements can, in fact, be traced in children’s literature for as long as children have been reading.
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.
All of these efforts require funding and chapters are included that address this need: finding funding outside of the university for support of the library is now a necessary and vital part of academic libraries: guidelines and steps for how to write a grant and be successful at obtaining outside funds. A second chapter deals with the problem of developing a grant-seeking culture in the library, what some of the barriers are to the grant-writing process and how to create a reward system for a grant-writing culture.
The volume concludes with two case studies related to implementing research data management services at two liberal arts colleges. They demonstrate that the integration of data management services for undergraduate and faculty research in liberal arts colleges is just as important as it is for the large research universities, and that new service models should be incorporated so that all librarians and library staff participate in this integration in their duties and responsibilities.
It is hoped that this volume, and the series in general, will be a valuable and exciting addition to the discussions and planning surrounding the future directions, services, and careers in the twenty-first-century academic library.
The first section is comprised of essays placing Barrie's in its own time period, and tackles issues such as the relationship between Hook and Peter in terms of child hatred, the similarities between Peter and Oscar Wilde, Peter Pan's position as an exemplar of the Cult of the Boy Child is challenged, and the influence of pirate lore and fairy lore are also examined. Part two features an essay on Derrida's concept of the grapheme, and uses it to argue that Barrie is attempting to undermine racial stereotypes. The third section explores Peter Pan's timelessness and timeliness in essays that examine the binary of print literacy and orality; Peter Pan's modular structure and how it is ideally suited to video game narratives; the indeterminacy of gender that was common to Victorian audiences, but also threatening and progressive; Philip Pullman and J.K. Rowling, who publicly claim to dislike Peter Pan and the concept of never growing up, but who are nevertheless indebted to Barrie; and a Lacanian reading of Peter Pan arguing that Peter acts as "the maternal phallus" in his pre-Symbolic state. The final section looks at the various roles of the female in Peter Pan, whether against the backdrop of British colonialism or Victorian England. Students and enthusiasts of children's literature will find their understanding of Peter Pan immensely broadened after reading this volume.