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  • Memes in Digital Culture

    by Limor Shifman ...
    Series series The MIT Press Essential Knowledge series
    Taking “Gangnam Style” seriously: what Internet memes can tell us about digital culture.In December 2012, the exuberant video “Gangnam Style” became the first YouTube clip to be viewed more than one billion times. Thousands of its viewers responded by creating and posting their own variations of the video—“Mitt Romney Style,” “NASA Johnson Style,” “Egyptian Style,” and many others. “Gangnam Style” ... Read more

    $12.99 USD

  • Audiobook

    Memes

    In Digital Culture

    by Limor Shifman ...
    Narrated by Karen Saltus ...

    Unabridged

    3 hours 47 min

    In December 2012, the exuberant video "Gangnam Style" became the first YouTube clip to be viewed more than one billion times. Thousands of its viewers responded by creating and posting their own variations of the video--"Mitt Romney Style," "NASA Johnson Style," "Egyptian Style," and many others. "Gangnam Style" (and its attendant parodies, imitations, and derivations) is one of the most famous ... Read more

    $19.99 USD

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  • Persuasive Games

    The Expressive Power of Videogames

    by Ian Bogost ...
    An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this ... Read more

    $23.99 USD

  • Everything and Less

    The Novel in the Age of Amazon

    by Mark McGurl ...
    **National Book Critics Circle Award FinalistBest Book of Fall (Esquire) and a Most Anticipated Book of 2021 (Lit Hub)What Has Happened to Fiction in the Age of Platform Capitalism?**Since it was first launched in 1994, Amazon has changed the world of literature. The “Everything Store” has not just transformed how we buy books; it has affected what we buy, and even what we read. In Everything and ... Read more

    $9.99 USD

  • Complex TV

    The Poetics of Contemporary Television Storytelling

    by Jason Mittell ...
    A comprehensive and sustained analysis of the development of storytelling for televisionOver the past two decades, new technologies, changing viewer practices, and the proliferation of genres and channels has transformed American television. One of the most notable impacts of these shifts is the emergence of highly complex and elaborate forms of serial narrative, resulting in a robust period of ... Read more

    $26.99 USD

  • The Ambivalent Internet

    Mischief, Oddity, and Antagonism Online

    This book explores the weird and mean and in-between that characterize everyday expression online, from absurdist photoshops to antagonistic Twitter hashtags to deceptive identity play.Whitney Phillips and Ryan M. Milner focus especially on the ambivalence of this expression: the fact that it is too unwieldy, too variable across cases, to be essentialized as old or new, vernacular or institutional ... Read more

    $22.00 USD

  • Communities of Play

    Emergent Cultures in Multiplayer Games and Virtual Worlds

    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 ... Read more

    $21.99 USD

  • Games of Empire

    Global Capitalism and Video Games

    Series Book 29 - Electronic Mediations
    In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer ... Read more

    $14.99 USD

  • Television Entertainment

    by Jonathan Gray ...
    Series series Communication and Society
    Television entertainment rules supreme, one of the world’s most important disseminators of information, ideas, and amusement. More than a parade of little figures in a box, it is deeply embedded in everyday life, in how we think, what we think and care about, and who we think and care about it with.But is television entertainment art? Why do so many love it and so many hate or fear it? Does it ... Read more

    $54.99 USD

  • How to Play Video Games

    Series Book 1 - User's Guides to Popular Culture
    Forty original contributions on games and gaming cultureWhat does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving ... Read more

    $24.99 USD

  • New Media Literacies and Participatory Popular Culture Across Borders

    How do students’ online literacy practices intersect with online popular culture? In this book scholars from a range of countries including Australia, Lebanon, Nepal, Qatar, South Africa, Turkey, and the United States illustrate and analyze how literacy practices that are mediated through and influenced by popular culture create both opportunities and tensions for secondary and university students ... Read more

    $72.99 USD

  • Videogames

    by James Newman ...
    In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, ... Read more

    $62.99 USD