• Fitness, Technology and Society: Amusing Ourselves to Life book cover

    Fitness, Technology and Society

    Amusing Ourselves to Life, 1st Edition

    By Brad Millington

    The fitness industry is experiencing a new boom characterized by the proliferation of interactive and customizable technology, from exercise-themed video games to smartphone apps to wearable fitness trackers. This new technology presents the possibility of boundless self-tracking, generating highly…

    Paperback – 2020-02-25
    Routledge

  • War Gothic in Literature and Culture book cover

    War Gothic in Literature and Culture

    1st Edition

    Edited by Steffen Hantke, Agnieszka Soltysik Monnet

    In the context of the current explosion of interest in Gothic literature and popular culture, this interdisciplinary collection of essays explores for the first time the rich and long-standing relationship between war and the Gothic. Critics have described the global Seven Year’s War as the "…

    Paperback – 2019-12-10
    Routledge

  • The Routledge Companion to Digital Ethnography book cover

    The Routledge Companion to Digital Ethnography

    1st Edition

    Edited by Larissa Hjorth, Heather Horst, Anne Galloway, Genevieve Bell

    With the increase of digital and networked media in everyday life, researchers have increasingly turned their gaze to the symbolic and cultural elements of technologies. From studying online game communities, locative and social media to YouTube and mobile media, ethnographic approaches to digital…

    Paperback – 2019-12-10
    Routledge

  • The Rhetoric of Videogames as Embodied Practice: Procedural Habits book cover

    The Rhetoric of Videogames as Embodied Practice

    Procedural Habits, 1st Edition

    By Steve Holmes

    The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (…

    Paperback – 2019-12-10
    Routledge

  • Identity and Play in Interactive Digital Media: Ergodic Ontogeny book cover

    Identity and Play in Interactive Digital Media

    Ergodic Ontogeny, 1st Edition

    By Sara M. Cole

    Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in…

    Paperback – 2019-12-10
    Routledge

  • The Great War and the Moving Image book cover

    The Great War and the Moving Image

    1st Edition

    Edited by Michael Hammond, Adrian Smith

    The Great War and the Moving Image focuses upon the Allied war effort on the Western Front and in the Mediterranean. In doing so, the book addresses topics ranging from how carefully selected images projected a positive portrayal of ambulance trains, through film’s instructional role promoting…

    Paperback – 2019-02-14
    Routledge

  • Digital Environments book cover

    Digital Environments

    1st Edition

    Edited by Sidney I. Dobrin

    With the title serving as an umbrella term to distinguish simulated places from real places, Digital Environments signifies a shift in how we think about interactions with places and spaces, both real and simulated. The very idea of digital environments, though, complicates such distinctions,…

    Paperback – 2019-01-21
    Routledge

  • Rethinking Historical Genres in the Twenty-First Century book cover

    Rethinking Historical Genres in the Twenty-First Century

    1st Edition

    Edited by Jaume Aurell

    This book deals with the way historical genres are theorized and practiced in the twenty-first century. In the context of the freedoms inspired by postmodernism and enabled by the development of innovative textual and graphic platforms, new theories of history view genres as flexible living forms…

    Paperback – 2019-01-08
    Routledge

  • Scene Thinking: Cultural Studies from the Scenes Perspective book cover

    Scene Thinking

    Cultural Studies from the Scenes Perspective, 1st Edition

    Edited by Benjamin Woo, Stuart Poyntz, Jamie Rennie

    How is cultural activity shaped by the places where it unfolds? One answer has been found in the ‘scenes perspective’, a development within popular music studies that explains change and transformation within musical practices in terms of the social and institutional histories of scenes. Scene…

    Paperback – 2019-01-08
    Routledge

  • The Business of Gamification: A Critical Analysis book cover

    The Business of Gamification

    A Critical Analysis, 1st Edition

    Edited by Mikolaj Dymek, Peter Zackariasson

    At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations…

    Paperback – 2018-08-06
    Routledge
    Routledge Advances in Management and Business Studies

  • Media Across Borders: Localising TV, Film and Video Games book cover

    Media Across Borders

    Localising TV, Film and Video Games, 1st Edition

    Edited by Andrea Esser, Iain Robert Smith, Miguel Á. Bernal-Merino

    What happened when Sesame Street and Big Brother were adapted for African audiences? Or when video games Final Fantasy and Assassins’ Creed were localized for the Spanish market? Or when Sherlock Holmes was transformed into a talking dog for the Japanese animation Sherlock Hound? Bringing together…

    Paperback – 2018-06-01
    Routledge

  • Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice book cover

    Digital Games as History

    How Videogames Represent the Past and Offer Access to Historical Practice, 1st Edition

    By Adam Chapman

    This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what…

    Paperback – 2018-04-25
    Routledge

6Series in Video Games

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