Games in the Global Village

Games in the Global Village
Author :
Publisher : Popular Press
Total Pages : 332
Release :
ISBN-10 : 0879725990
ISBN-13 : 9780879725990
Rating : 4/5 (90 Downloads)

Synopsis Games in the Global Village by : Anne Cooper-Chen

Q. What is the most-watched TV format in history, seen by about 100 million people weekly around the world? A. Wheel of Fortune, a game show. Without putdowns or pandering, the author looks at 260 such shows, concluding that culture has triumphed over technology. For despite our capacity to transmit the same content world-wide, McLuhan's global village has not come to pass. Technology has, however, encouraged already-existing "cultural continents" to coalesce. About one-third of the world's game shows have been licensed or adapted from another country, especially from the United States. Conversely, a single program can cross borders unchanged, such as Sabado Gigante, which appeals to Spanish speakers in 18 countries. The first truly global study of TV entertainment, this book includes interviews with producers, contestants, and licensers. With its tables, illustrations and appendices, the text provides details on content and audiences, as well as explanatory overviews.

Whose Global Village?

Whose Global Village?
Author :
Publisher : NYU Press
Total Pages : 288
Release :
ISBN-10 : 9781479856084
ISBN-13 : 1479856088
Rating : 4/5 (84 Downloads)

Synopsis Whose Global Village? by : Ramesh Srinivasan

1. Technology myths and histories -- 2. Digital stories from the developing world -- 3. Native Americans, networks, and technology -- 4. Multiple voices : performing technology and knowledge -- 5. Taking back our media.

Popular Culture in a New Age

Popular Culture in a New Age
Author :
Publisher : Routledge
Total Pages : 254
Release :
ISBN-10 : 9781317956723
ISBN-13 : 1317956729
Rating : 4/5 (23 Downloads)

Synopsis Popular Culture in a New Age by : Marshall Fishwick

With a Foreword by Dr. Fishwick's student--Tom Wolfe.This book redefines popular culture in the light of the revolutionary changes brought about by the information revolution and the digital divide. It explores the phenomenal growth and extension of popular culture in the last decade and ties in the vast changes brought about by technology and the Internet. In an era when American television and the Internet reach virtually every corner of the globe, Popular Culture in a New Age shows how the poorly understood and often underestimated area known as popular culture affects all of our lives.Beginning with an evaluation of the millennium celebrations and the enormous error of Y2K madness, Popular Culture in a New Age then moves on to the “New Gold Rush” brought about by technology and takes a hard look at its risks. The book examines a wide variety of pop culture phenomena such as carnivals, celebrities, and the road from nineteenth century humbuggery (P. T. Barnum's term) to today's hype.In Popular Culture in a New Age you'll learn about: the three faces of popular culture: folk, fake, and pop--how they relate and how they differ today's popular icons the empire of Disney World Marshall McLuhan, our era's most profound and shocking electronic thinker African-American popular culture and style Popular Culture in a New Age gives characterization to the postmodern world in a chapter on “postmodern pop,” followed by the shift from civil religion to civil disobedience and the “myth of success.” This insightful book will help you understand the way we eat, think, vote, and respond to our fast-changing world in the era of hype, spin doctors, chat rooms, and jargon.

FCC Record

FCC Record
Author :
Publisher :
Total Pages : 296
Release :
ISBN-10 : PURD:32754084887920
ISBN-13 :
Rating : 4/5 (20 Downloads)

Synopsis FCC Record by : United States. Federal Communications Commission

Gaming the World

Gaming the World
Author :
Publisher : Princeton University Press
Total Pages : 361
Release :
ISBN-10 : 9780691162034
ISBN-13 : 0691162034
Rating : 4/5 (34 Downloads)

Synopsis Gaming the World by : Andrei S. Markovits

The globalizing influence of professional sports Professional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice. Andrei Markovits and Lars Rensmann take readers into the exciting global sports scene, showing how soccer, football, baseball, basketball, and hockey have given rise to a collective identity among millions of predominantly male fans in the United States, Europe, and around the rest of the world. They trace how these global—and globalizing—sports emerged from local pastimes in America, Britain, and Canada over the course of the twentieth century, and how regionalism continues to exert its divisive influence in new and potentially explosive ways. Markovits and Rensmann explore the complex interplay between the global and the local in sports today, demonstrating how sports have opened new avenues for dialogue and shared interest internationally even as they reinforce old antagonisms and create new ones. Gaming the World reveals the pervasive influence of sports on our daily lives, making all of us citizens of an increasingly cosmopolitan world while affirming our local, regional, and national identities.

Communities of Play

Communities of Play
Author :
Publisher : MIT Press
Total Pages : 343
Release :
ISBN-10 : 9780262516730
ISBN-13 : 026251673X
Rating : 4/5 (30 Downloads)

Synopsis Communities of Play 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 communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

Broadcasting in the UK and US in the 1950s

Broadcasting in the UK and US in the 1950s
Author :
Publisher : Cambridge Scholars Publishing
Total Pages : 231
Release :
ISBN-10 : 9781443893190
ISBN-13 : 1443893196
Rating : 4/5 (90 Downloads)

Synopsis Broadcasting in the UK and US in the 1950s by : Jamie Medhurst

In an age of digital communications, where radio, satellite, television and computing have come together to allow instant access to information and entertainment from around the globe, it is sometimes easy to overstate the break with the recent past that these developments imply. However, from a historical perspective, it is important to recognise that the national dimensions of communications, including broadcasting, have always been framed within different sets of international political, economic, cultural, and technological relationships. Television, so easily seen as the last technology to succumb to the effects of internationalisation subsequent to the technical and political changes of the late twentieth century, was in fact, from the outset, embedded in international interactions. In recent years, a focus has been placed on the longstanding sets of transnational relationships in place in the years after World War II, when television established itself as the dominant form of mass communication in Europe and America. Recent research has adopted a comparative approach to television history, which has examined the interactions within Europe and between Europe and America from the 1950s onwards. In addition, there has been increasing interest in the idea of television in the Anglophone world, looking at transatlantic interactions from the early phases of the development of the technology, through the growing market for formats in the 1950s and outwards, to connections with Australia and Hong Kong in these years. The essays in this collection contribute to this area by bringing together, in one volume, work which focuses on both national developments in UK and US broadcasting in the 1950s, to allow for reflection on how those systems were developing and being understood within those societies, and raise issues about the ways in which the two systems interacted and can be usefully compared. Some contributions deliberately focus on international issues, while others embed the international dimension within them, and still others offer a critical commentary on developments during the 1950s. The book will appeal primarily to students and researchers in media and communication studies, television studies, radio studies, and history, but will also be of interest to all who have an interest in developments in communication in the post-war period.

Space Time Play

Space Time Play
Author :
Publisher : Springer Science & Business Media
Total Pages : 496
Release :
ISBN-10 : 9783764384142
ISBN-13 : 376438414X
Rating : 4/5 (42 Downloads)

Synopsis Space Time Play by : Friedrich von Borries

Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?

The Development Of Play

The Development Of Play
Author :
Publisher : Routledge
Total Pages : 213
Release :
ISBN-10 : 9781134278084
ISBN-13 : 113427808X
Rating : 4/5 (84 Downloads)

Synopsis The Development Of Play by : David Cohen

Why do children play? What can children learn from playing? What have psychologists learned from 150 years of studying play – usually a bit too seriously? The Development of Play explores the central role of play in childhood development. David Cohen examines how children play with objects, with language, and most importantly with each other and their parents. He explains how play enables children to learn how to move, think, speak and imagine, as well as to develop emotionally and socially. Incorporating much of the recent research in this area, including that of John Flavell, Henry Wellman and others, The Development of Play shows how play encourages children to grasp the difference between appearance and reality. This new edition updates and builds on the previous two editions, to include new research on pretending and the theory of mind, autism and how parents can play creatively with their children. Play therapy, the history of play and how play is dealt with in the media are also covered. The book addresses the often ignored subject of adult games and why adults sometimes find it difficult to play. The Development of Play offers a fascinating review of the importance of play in all our lives.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

Gaming and Simulations: Concepts, Methodologies, Tools and Applications
Author :
Publisher : IGI Global
Total Pages : 2084
Release :
ISBN-10 : 9781609601966
ISBN-13 : 1609601963
Rating : 4/5 (66 Downloads)

Synopsis Gaming and Simulations: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources

"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.