When Alina Simone agreed to write a book about Madonna, she thought it might provide an interesting excuse to indulge her own eighties nostalgia. Wrong. What Simone discovered instead was a tidal wave of already published information about Madonna—and her own ambivalence about, maybe even jealousy of, the Material Girl’s overwhelming commercial success. With the straight-ahead course stymied, Simone set off on a quirky detour through the backroads of celebrity and fandom and the people who love or loathe Madonna.
In this witty, sometimes acerbic, always perceptive chronicle, Simone begins by trying to understand why Madonna’s birthplace, Bay City, Michigan, won’t even put up a sign to celebrate its most famous citizen, and ends by asking why local bands who make music that’s authentic and true can disappear with barely a trace. In between, she ranges from Madonna fans who cover themselves with tattoos of the singer’s face and try to make fortunes off selling her used bustiers and dresses, to Question Mark and the Mysterians—one-hit wonders best known for “96 Tears”—and Flying Wedge, a Detroit band that dropped off an amazing two-track record in the office of CREEM magazine in 1972 and vanished, until Simone tracked it down.
Filled with fresh insights about the music business, fandom, and what it takes to become a superstar, Madonnaland is as much a book for people who, like Simone, prefer “dark rooms, coffee, and state-subsidized European films filled with existential despair” as it is for people who can’t get enough of Madonna.
Celebrities and popular icons are increasingly ubiquitous figures of a 21st century postmodern world. Some, in death, blur age-old distinctions of sanctification and trespass on sacred ground long held exclusively by religious saints. An emerging continuum is transforming that sacred arena and raising a number of important issues, including the nature of the relationships between the worshipped and the worshipful and the types of institutions that sustain them.
The Making of Saints: Contesting Sacred Ground investigates a number of religious leaders, healers, folk saints, and popular icons in seeking to identify their commonalities and discover how they speak to the same inner yearnings of human beings for gods and heroes. Issues of social relations, love, emotion, charisma, power, and sanctification are addressed by the contributors. Analyses of hagiographies, biographies, media, control of space, pilgrimage, and acts of devotion provide the bases for the authors' explorations of these issues. Among the sanctified included for analysis are the folk saints El Nino Fidencio and Teresa Urrea; the charismatic rabbis Baba Sali, Baba Baruch, and Ifargan; King Chulalongkorn of Thailand; two political figures, Evita Peron and Che Guevara; and three celebrities: James Dean, Elvis Presley, and Japanese rock star HIDE.
The contributors challenge notions of what is sacred and who may be sanctified, and argue that a broadening of views is needed to accommodate and appreciate emerging contemporary realities.
Sport dominates television and the mass media. Politics and business are a-bustle with sports metaphors. Endorsements by athletes sell us products. "Home run," "slam dunk," and the rest of the vocabulary of sport color daily conversation. Even in times of crisis and emergency, the media reports the scores and highlights.
Marky Dyreson delves into how our obsession with sport came into being with a close look at coverage of the Olympic Games between 1896 and 1912. How people reported and consumed information on the Olympics offers insight into how sport entered the heart of American culture as part of an impetus for social reform. Political leaders came to believe in the power of sport to revitalize the "republican experiment." Sport could instill a new sense of national identity that would forge a new sense of community and a healthy political order while at the same time linking America's intellectual and power elite with the experiences of the masses.
From universities to governments, the Big Five publishers to Amazon, the influence of institutions abounds in US publishing. A diverse array of books from around the globe have been made into world literature in the US, selected by editors, publishers, and bureaucrats, produced by non-profits and for-profit presses of all sizes, and distributed through schools, publishing programs, and bookstores. The resulting world literary canon is the product of complex negotiations between individual preferences and institutional mandates, as well as economic, cultural, and pedagogical logics. While book publishing has fallen increasingly under the sway of global capitalism, yet the literary world remains made up of a series of individuals making choices about whom to fund, teach, translate, edit, and publish. The “world” of world literature, Anna Muenchrath argues, is a heterogeneous network of people whose circulation of literature is necessarily imbricated in the market economy, but whose selections might resist that economy and open new literary futures. Through archival research and close readings, this book considers what those participating are trying to do in circulating a text, and what communities they are helping to form or strengthen.
Making World Literature posits that network theory can effectively model the agency of actors and institutions in the literary field, making visible both the long-term accrual of power, as well as the choices of authors, translators, editors, and readers who do not simply replicate the values of a global literary marketplace, but divert, question, and undermine them. Muenchrath closely examines the paratexts and archival documents surrounding moments of global circulation in and through institutions like US world literature anthologies, the Council of Books in Wartime, the Iowa Writer’s Workshop, Oprah’s Book Club, and Amazon’s translation imprint. The granularity of these case studies reveals the increasingly limited agency of the individual in the global literary field, demonstrating how such players are important actors, and how their choices open up further options for later actors seeking to take texts down new paths toward or after publication.
An important investigation of hip hop as a movement of racial consciousness, Manifest Technique shows how the genre has inspired Filipino Americans to envision and enact new ideas of their bodies, their history, and their dignity.
Statistics indicate that more than half the population of America is illiterate or subliterate in the conventional sense, but very literate in other media such as television, sports, and leisure time activities. But statistics can lie or tell only half a fact. Since the languages of literacy are constantly expanding and developing, it is time that American educators, and the public in general, reexamine their definitions of literacy and the media in which we need to be literate. Therefore, educators must redefine literacy if they are to be realistic about its sources, uses, and values. The need is vital to a developing world.
The Great Basin was the last region of continental North America to be explored and mapped, and it remained largely a mystery to Euro-Americans until well into the nineteenth century. In Mapping and Imagination in the Great Basin, geographer-historian Richard Francaviglia shows how the Great Basin gradually emerged from its “cartographic silence” as terra incognita and how this fascinating process both paralleled the development of the sciences of surveying, geology, hydrology, and cartography and reflected the changing geopolitical aspirations of the European colonial powers and the United States. Francaviglia’s interdisciplinary account of the mapping of the Great Basin combines a chronicle of the exploration of the region with a history of the art and science of cartography and of the political, economic, and cultural contexts in which maps are created. It also offers a compelling, wide-ranging discussion that combines a description of the daunting physical realities of the Great Basin with a cogent examination of the ways humans, from early Native Americans to nineteenth-century surveyors to twentieth-century highway and air travelers, have understood, defined, and organized this space, psychologically and through the medium of maps. Mapping and Imagination in the Great Basin continues Francaviglia’s insightful, richly nuanced meditation on the Great Basin landscape that began in Believing in Place.
Julia Roberts played a prostitute, famously, in Pretty Woman. So did Jodie Foster in Taxi Driver, Jane Fonda in Klute, Anna Karina in Vivre sa vie, Greta Garbo in Anna Christie, and Charlize Theron, who won an Academy Award for Monster. This engaging and generously illustrated study explores the depiction of female prostitute characters and prostitution in world cinema, from the silent era to the present-day industry. From the woman with control over her own destiny to the woman who cannot get away from her pimp, Russell Campbell shows the diverse representations of prostitutes in film.
Marked Women classifies fifteen recurrent character types and three common narratives, many of them with their roots in male fantasy. The “Happy Hooker,” for example, is the liberated woman whose only goal is to give as much pleasure as she receives, while the “Avenger,” a nightmare of the male imagination, represents the threat of women taking retribution for all the oppression they have suffered at the hands of men. The “Love Story,” a common narrative, represents the prostitute as both heroine and anti-heroine, while “Condemned to Death” allows men to manifest, in imagination only, their hostility toward women by killing off the troubled prostitute in an act of cathartic violence.
The figure of the woman whose body is available at a price has fascinated and intrigued filmmakers and filmgoers since the very beginning of cinema, but the manner of representation has also been highly conflicted and fiercely contested. Campbell explores the cinematic prostitute as a figure shaped by both reactionary thought and feminist challenges to the norm, demonstrating how the film industry itself is split by fascinating contradictions.
In Market Encounters, Bianca Murillo explores the shifting social terrains that made the buying and selling of goods in modern Ghana possible. Fusing economic and business history with social and cultural history, she traces the evolution of consumerism in the colonial Gold Coast and independent Ghana from the late nineteenth century through to the political turmoil of the 1970s.
Murillo brings sales clerks, market women, and everyday consumers in Ghana to the center of a story that is all too often told in sweeping metanarratives about what happens when African businesses are incorporated into global markets. By emphasizing the centrality of human relationships to Ghana’s economic past, Murillo introduces a radical rethinking of consumption studies from an Africa-centered perspective. The result is a keen look at colonial capitalism in all of its intricacies, legacies, and contradictions, including its entanglement with gender and race.
Mean girl feminism encourages girls and women to be sassy, sarcastic, and ironic as feminist performance. Yet it coopts its affect, form, and content from racial oppression and protest while aiming meanness toward people in marginalized groups.
Kim Hong Nguyen’s feminist media study examines four types of white mean girl feminism prominent in North American popular culture: the bitch, the mean girl, the power couple, and the global mother. White feminists mime the anger, disempowerment, and resistance felt by people of color and other marginalized groups. Their performance allows them to pursue and claim a special place within established power structures, present as intellectually superior, substitute nonpolitical playacting for a politics of solidarity and community, and position themselves as better, more enlightened masters than patriarchy. But, as Nguyen shows, the racialized meanness found across pop culture opens possibilities for building an intersectional feminist politics that rejects performative civility in favor of turning anger into liberation.
Media studies courses, particularly introductory courses, are often narrowly focused on US and Western European canons. Instructors for introductory media studies courses wishing to expand the offerings in their curricula will find in these essays new ways of approaching foundational concepts and issues in the field, including globalization, social difference, and diverse media cultures. Scholars wishing to expand their research into specific media forms or representational issues can also turn to these case studies for approaches from beyond the US. By including a variety of media and several geographical areas, the collection introduces readers to the formal, technological, and cultural diversity of global media studies.
Edited by Juan Llamas-Rodriguez with contributions from Anthony Adah and Añulika Agina, Maria Corrigan, Benjamin Han, Anna Shah Hoque, Meryem Kamil, Angelica Marie Lawson, Lilia Adriana Perez Limon, Sonia Robles, Kuhu Tanvir, David Tenorio, and Rachel van der Merwe.
Although scholars are increasingly engaged with medievalism as a global phenomenon, its manifestations in the popular cultures of East and Central Europe are relatively unexamined. In a period of regional unrest, invocations of the medieval in Slavic regions are often political. Politicians use the past for nationalistic reasons. Popular renderings, such as animated films, can also appeal to nationalist sentiment. Yet, although medievalist appeals have been fundamental to official myths of nation-formation, they are also integral to countercultural ideologies. Medieval fantasy literature has traditionally provided one such nexus. More recently, medievalism has emerged in carnivalesque elements of pop punk music. Medievalisms also exist in the play spaces of reenactments of medieval life and combat. Yet even in play, these acts are never neutral: controlling the story of the past always has consequences in the now.
It wouldn't be Christmas without the "things." How they came to mean so much, and to play such a prominent role in America's central holiday, is the tale told in this delightful and edifying book. In a style characteristically engaging and erudite, Karal Ann Marling, one of our most trenchant observers of American culture, describes the outsize spectacle that Christmas has become, showing us the provenance and significance of each of its essential parts: the decorated trees and holiday lights, the cards and gifts and wrapping papers, the toy villages and store displays and Macy's holiday parade, Bing Crosby and Santa Claus.
Viewing Christmas through the media of mass culture--engravings and lithographs, magazine fiction, pictorial ads, news photos, cards, and movies--Marling tells us how the beloved Christmas tree grew out of a much-reprinted image of Queen Victoria and her family gathered around a decorated fir; how Santa Claus lost his provincial Dutch character and turned into the jolly old soul we know; how Charles Dickens's A Christmas Carol borrowed from Washington Irving's imaginings of what Christmas must have been like in Merrie Olde England; and how the holiday, balancing between the private and public realms, conferred a central and defining role on women.
A celebration of the visual culture of the season, Merry Christmas! offers captivating evidence that Christmas in America is primarily a secular celebration of abundance, goodwill, and familial identity, expressed in a multitude of material ways.
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.
Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.
One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
Contributors. Idelber Avelar, Albert Bell, Dan Bendrups, Harris M. Berger, Paul D. Greene, Ross Hagen, Sharon Hochhauser, Shuhei Hosokawa, Keith Kahn-Harris, Kei Kawano, Rajko Muršič,Steve Waksman, Jeremy Wallach, Robert Walser, Deena Weinstein, Cynthia P. Wong
While Louis XVIII, Charles X, and Louis Philippe ruled in France, a vast majority of politically unenfranchised Frenchmen were developing their own subculture. Only recently literate, they fashioned their own literature. It consisted of two important genres: the popular novel and the melodrama. As we trace these genres from the turn of the nineteenth century until that moment of February 25, 1848, when the Second Republic was declared, we are also led to a detailed scrutiny of the injustices which the immense majority of the French suffered and of the political causes they espoused. The succession of heroes and villains in their literature mirrored accurately the fears and hopes they felt.
With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror.
While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare.
In addition to obvious military-entertainment titles like America’s Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the public’s imagination of war in the post-9/11 era and naturalized the U.S. Pentagon’s vision of a new way of war.
A 2008 New York Times Notable Book of the Year
It happens in America every four decades and it is about to happen again. America’s demand for change in the 2008 election will cause another of our country’s periodic political makeovers. This realignment, like all others before it, will result from the coming of age of a new generation of young Americans—the Millennial Generation—and the full emergence of the Internet-based communications technology that this generation uses so well. Beginning in 2008, almost everything about American politics and government will transform—voting patterns, the fortunes of the two political parties, the issues that engage the nation, and our government and its public policy.
Building on the seminal work of previous generational theorists,Morley Winograd and Michael D. Hais demonstrate and describe, for the first time, the two types of realignments—“idealist” and “civic”—that have alternated with one another throughout the nation’s history. Based on these patterns, Winograd and Hais predict that the next realignment will be very different from the last one that occurred in 1968. “Idealist” realignments, like the one put into motion forty years ago by the Baby Boomer Generation, produce, among other things, a political emphasis on divisive social issues and governmental gridlock. “Civic” realignments, like the one that is coming, and the one produced by the famous GI or “Greatest” Generation in the 1930s, by contrast, tend to produce societal unity, increased attention to and successful resolution of basic economic and foreign policy issues, and institution-building.
The authors detail the contours and causes of the country’s five previous political makeovers, before delving deeply into the generational and technological trends that will shape the next. The book’s final section forecasts the impact of the Millennial Makeover on the elections, issues, and public policies that will characterize America’s politics in the decades ahead.
For additional information go to:
Millennial Makeover website.
A 2008 New York Times Notable Book of the Year
It happens in America every four decades and it is about to happen again. America’s demand for change in the 2008 election will cause another of our country’s periodic political makeovers. This realignment, like all others before it, will result from the coming of age of a new generation of young Americans—the Millennial Generation—and the full emergence of the Internet-based communications technology that this generation uses so well. Beginning in 2008, almost everything about American politics and government will transform—voting patterns, the fortunes of the two political parties, the issues that engage the nation, and our government and its public policy.
Building on the seminal work of previous generational theorists,Morley Winograd and Michael D. Hais demonstrate and describe, for the first time, the two types of realignments—“idealist” and “civic”—that have alternated with one another throughout the nation’s history. Based on these patterns, Winograd and Hais predict that the next realignment will be very different from the last one that occurred in 1968. “Idealist” realignments, like the one put into motion forty years ago by the Baby Boomer Generation, produce, among other things, a political emphasis on divisive social issues and governmental gridlock. “Civic” realignments, like the one that is coming, and the one produced by the famous GI or “Greatest” Generation in the 1930s, by contrast, tend to produce societal unity, increased attention to and successful resolution of basic economic and foreign policy issues, and institution-building.
The authors detail the contours and causes of the country’s five previous political makeovers, before delving deeply into the generational and technological trends that will shape the next. The book’s final section forecasts the impact of the Millennial Makeover on the elections, issues, and public policies that will characterize America’s politics in the decades ahead.
For additional information go to:
Millennial Makeover website.
Magic, Simon During suggests, has helped shape modern culture. Devoted to this deceptively simple proposition, During's superlative work, written over the course of a decade, gets at the aesthetic questions at the very heart of the study of culture. How can the most ordinary arts--and by "magic," During means not the supernatural, but the special effects and conjurings of magic shows--affect people?
Modern Enchantments takes us deeply into the history and workings of modern secular magic, from the legerdemain of Isaac Fawkes in 1720, to the return of real magic in nineteenth-century spiritualism, to the role of magic in the emergence of the cinema. Through the course of this history, During shows how magic performances have drawn together heterogeneous audiences, contributed to the molding of cultural hierarchies, and extended cultural technologies and media at key moments, sometimes introducing spectators into rationality and helping to disseminate skepticism and publicize scientific innovation. In a more revealing argument still, Modern Enchantments shows that magic entertainments have increased the sway of fictions in our culture and helped define modern society's image of itself.
Scholars of history, women’s studies, literature, and cultural studies follow the Modern Girl around the world, analyzing her manifestations in Germany, Australia, China, Japan, France, India, the United States, Russia, South Africa, and Zimbabwe. Along the way, they demonstrate how the economic structures and cultural flows that shaped a particular form of modern femininity crossed national and imperial boundaries. In so doing, they highlight the gendered dynamics of interwar processes of racial formation, showing how images and ideas of the Modern Girl were used to shore up or critique nationalist and imperial agendas. A mix of collaborative and individually authored chapters, the volume concludes with commentaries by Kathy Peiss, Miriam Silverberg, and Timothy Burke.
Contributors: Davarian L. Baldwin, Tani E. Barlow, Timothy Burke, Liz Conor, Madeleine Yue Dong, Anne E. Gorsuch, Ruri Ito, Kathy Peiss, Uta G. Poiger, Priti Ramamurthy, Mary Louise Roberts, Barbara Sato, Miriam Silverberg, Lynn M. Thomas, Alys Eve Weinbaum
The remarkable economic growth of Las Vegas between 1980 and 2007 created a population boom and a major increase in the ethnic and religious diversity of the city. Today, over 21 percent of the city’s population is foreign born, and over 30 percent speak a language other than English at home. The local court system offers interpreters in 82 languages, and in 2005/2006, for example, more than 11,000 people, originating from 138 countries, were naturalized there as American citizens.More Peoples of Las Vegas extends the survey of this city’s cosmopolitan population begun in The Peoples of Las Vegas (University of Nevada Press, 2005). As in the previous book, this volume includes well-established groups like the Irish and Germans, and recently arrived groups like the Ethiopians and Guatemalans. Essays describe the history of each group in Las Vegas and the roles they play in the life and economy of the city. The essays also explore the influence of modern telecommunications and accessible air travel, showing how these factors allow newcomers to create transnational identities and maintain ties with families and culture back home. They also examine the role of local institutions—including clubs, religious organizations, shops, restaurants, and newspapers and other media—in helping immigrants maintain their ethnic and religious identities and in disseminating national and even regional cultures of origin.More Peoples of Las Vegas adds to our awareness of the rich and varied ethnic and religious character of Las Vegans. In a broader context, it offers thoughtful perspectives on the impact of globalization on a major American city and on the realities of immigrant life in the twenty-first century.
A cultural history of the enduring relationship between film spectatorship and intoxicating substances
Movies under the Influence charts the entangled histories of moviegoing and mind-altering substances from early cinema through the psychedelic 1970s. Jocelyn Szczepaniak-Gillece examines how the parallel trajectories of these two enduring aspects of American culture, linked by their ability to influence individual and collective consciousness, resulted in them being treated and regulated in similar ways. Rather than looking at representations of drug use within film, she regards cinema and intoxicants as kindred experiences of immersion that have been subject to corresponding forces of ideology and power.
Exploring the effects of intoxicants such as caffeine, nicotine, alcohol, marijuana, and psychedelics on film spectatorship, Szczepaniak-Gillece demonstrates how American movie theaters sought to cultivate a dual identity, presenting themselves as both a place of wholesome entertainment and a shadowy zone of illicit behavior. Movies under the Influence highlights the various legislative, legal, and corporate powers that held sway over the darkened anonymity of theaters, locating the convergence of moviegoing and drug use as a site of mediation and social control in America.
As much as substances and cinema are points where power intervenes, they are also settings of potential transcendence, and Movies under the Influence maintains this paradox as a necessary component of American film history. Recontextualizing a wide range of films, from Hollywood to the avant-garde, this book examines the implicit relationship intoxicants suggest between mass media, spectatorship, and governmental regulation and provides a new angle from which to understand cinema’s lasting role in evolving American culture.
This book explores the inter-relationships between Agatha Christie and her works to seek the wholeness in the Christie experience. The authors perceive an integration in personal experience and moral and aesthetic values between the woman and her art.
The late-Victorian discovery of the music hall by English intellectuals marks a crucial moment in the history of popular culture. Music Hall and Modernity demonstrates how such pioneering cultural critics as Arthur Symons and Elizabeth Robins Pennell used the music hall to secure and promote their professional identity as guardians of taste and national welfare. These social arbiters were, at the same time, devotees of the spontaneous culture of “the people.”
In examining fiction from Walter Besant, Hall Caine, and Henry Nevinson, performance criticism from William Archer and Max Beerbohm, and late-Victorian controversies over philanthropy and moral reform, scholar Barry Faulk argues that discourse on music-hall entertainment helped consolidate the identity and tastes of an emergent professional class. Critics and writers legitimized and cleaned up the music hall, at the same time allowing issues of class, respect, and empowerment to be negotiated.
Music Hall and Modernity offers a complex view of the new middle-class, middlebrow mass culture of late-Victorian London and contributes to a body of scholarship on nineteenth-century urbanism. The book will also interest scholars concerned with the emergence of a professional managerial class and the genealogy of cultural studies.
"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience."
—Julian Dibbell, Wired
"World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf."
World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants.
In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes.
Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.
Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design.
Cover art by Jessica Damsky
This work is a composite index of the complete runs of all mystery and detective fan magazines that have been published, through 1981. Added to it are indexes of many magazines of related nature. This includes magazines that are primarily oriented to boys' book collecting, the paperbacks, and the pulp magazine hero characters, since these all have a place in the mystery and detective genre.
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