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Bookbot

Ewan Kirkland

    Videogames and the Gothic
    Law Express: EU Law
    Children's media and modernity
    • Children's media and modernity

      Film, Television and Digital Games

      5,0(1)Évaluer

      Throughout the modern era, the figure of the child has mirrored adult concerns about industrialization, urbanization, technology, consumerism, and capitalism. Children symbolize a retreat from modern life, often associated with fairy tales, medievalism, animals, and nature, while also embodying the future and contemporary popular culture. This exploration investigates how products for children navigate these contradictions through the history and textuality of three major media forms: cinema, television, and digital games. Case studies, including Wallace and Gromit, Teletubbies, Horrible Histories, Little Big Planet, and Disney Infinity, illustrate the complex intersections between children’s culture and modernity. Cinema, linked to the rise of modernity and mass culture, has had to negotiate its relationship with child audiences and depictions of childhood, often obscuring its ties to modernity. In contrast, television’s role in family-centered, post-war modernity positioned children as a clear audience for domestic entertainment. The latter decades of the twentieth century saw home computers promoted as educational tools for future generations, leveraging positive associations between children and technology, while digital games emerged as a significant medium within children’s culture through their narrative references, aesthetics, and merchandise.

      Children's media and modernity
    • Law Express: EU Law

      • 224pages
      • 8 heures de lecture
      4,0(2)Évaluer

      JOIN OVER HALF A MILLION STUDENTS WHO CHOSE TO REVISE WITH LAW EXPRESS Revise with the help of the UKs bestselling law revision series. Review essential cases, statutes, and legal terms before exams. Assess and approach the subject by using expert advice. Gain higher marks with tips for advanced thinking and further discussions. Avoid common pitfalls with Dont be tempted to. Practice answering sample questions and discover additional resources on the Companion website. www.pearsoned.co.uk/lawexpress

      Law Express: EU Law
    • Videogames and the Gothic

      • 140pages
      • 5 heures de lecture

      Gothic literature and media significantly influence video game design, as demonstrated through detailed case studies. The author examines how specific Gothic tropes are not only adopted but also reimagined within digital games, highlighting the interplay between traditional Gothic elements and contemporary gaming experiences. This exploration reveals the depth of storytelling and atmosphere that Gothic themes bring to the digital realm.

      Videogames and the Gothic