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Toxic Geek Masculinity in Media
This book examines changing representations of masculinity in geek media, during a time of transition in which “geek” has not only gone mainstream but also become a more contested …
Playful Pedagogy in the Pandemic
Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as …
Adventure Games
The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters …
What Is Your Quest?
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the …
A Portrait of the Auteur as Fanboy
Increasingly over the past decade, fan credentials on the part of writers, directors, and producers have come to be seen as a guarantee of quality media making - the "fanboy …
Twining: Critical and Creative Approaches to Hypertext Narratives
Hypertext is now commonplace: links and linking structure nearly all of our experiences online. Yet the literary, as opposed to commercial, potential of hypertext has receded. One …
Supernatural Youth
Supernatural Youth: The Rise of the Teen Hero in Literature and Popular Culture, edited by Jes Battis, addresses the role of adolescence in fantastic media, adventure stories, …
Jane Jensen
In the 1990s, the Personal Computer (or PC) was on the rise in homes, and with it came new genres of play. Yet most of the games in these new genres featured fantasylands or …