Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates …
Over seventy-five million Americans listen to podcasts every month, and the average weekly listener spends over six hours tuning into podcasts from the more than thirty million podcast episodes currently available. Yet despite the excitement over podcasting, the sounds of podcasting’s nascent history are vulnerable and they remain mystifyingly difficult to research and preserve. Podcast feeds…
Play Redux excels in tying together intellectual traditions that are rooted in literary studies, cognitive science, play studies and several other fields, thereby creating a logical whole. Through this, the book makes service to several academic communities by pointing out their points of contact. This is clearly an important contribution to a growing academic field, and will no doubt become im…
Net neutrality," a dry but crucial standard of openness in network access, began as a technical principle informing obscure policy debates but became the flashpoint for an all-out political battle for the future of communications and culture. Net Neutrality and the Battle for the Open Internet is a critical cultural history of net neutrality that reveals how this intentionally "boring" world of…
Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.” —Edward Castronova, Indiana UniversityVideo games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the h…
Upon its premiere in 1992, Midway's Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent "fatality" moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consol…
In Media Primitivism Delinda Collier provides a sweeping new understanding of technological media in African art, rethinking the assumptions that have conceptualized African art as unmediated, primary, and natural. Collier responds to these preoccupations by exploring African artworks that challenge these narratives. From one of the first works of electronic music, Halim El-Dabh’s Ta’abir A…
The Media Welfare State: Nordic Media in the Digital Era comprehensively addresses the central dynamics of the digitalization of the media industry in the Nordic countries—Sweden, Norway, Denmark, Finland, and Iceland—and the ways media organizations there are transforming to address the new digital environment. Taking a comparative approach, the authors provide an overview of media institu…
In Media, Technology, and Society , some of the most prominent figures in media studies explore the issue of media evolution. Focusing on a variety of compelling examples in media history, ranging from the telephone to the television, the radio to the Internet, these essays collectively address a series of notoriously vexing questions about the nature of technological change. Is it possible to …
Making News at The New York Times is the first in-depth portrait of the nation’s, if not the world's, premier newspaper in the digital age. It presents a lively chronicle of months spent in the newsroom observing daily conversations, meetings, and journalists at work. We see Page One meetings, articles developed for online and print from start to finish, the creation of ambitious multimedia p…