Comics: An Introduction provides a clear and detailed introduction to the Comics form - including graphic narratives and a range of other genres - explaining key terms, history, theories, and major themes.
Comics: An Introduction provides a clear and detailed introduction to the Comics form - including graphic narratives and a range of other genres - explaining key terms, history, theories, and major themes.
First published in 1980, Steel-Engraved Book Illustration in England is a detailed and comprehensive survey of the steel engravings that were so popular in the nineteenth century.
This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society.
This book offers critical perspectives on the digital 'iconic', exploring how the notion of the iconic is re-appropriated and re-made online, and the consequences for humanity and society.
First published in 1980, Steel-Engraved Book Illustration in England is a detailed and comprehensive survey of the steel engravings that were so popular in the nineteenth century.
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media.
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media.
Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "e;roguelikes.
Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "e;roguelikes.
The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines.
The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines.
The main aim of this book is to develop and explore the value of new innovative digital content to help satisfy UNESCO's World Heritage nomination file requirements.
The main aim of this book is to develop and explore the value of new innovative digital content to help satisfy UNESCO's World Heritage nomination file requirements.
Understanding BIM presents the story of Building Information Modelling, an ever evolving and disruptive technology that has transformed the methodologies of the global construction industry.
Understanding BIM presents the story of Building Information Modelling, an ever evolving and disruptive technology that has transformed the methodologies of the global construction industry.
This volume provides informative chapters on the emerging issues, challenges, and new methods and state-of-the-art technologies on the Internet of Things and blockchain technology.
This volume provides informative chapters on the emerging issues, challenges, and new methods and state-of-the-art technologies on the Internet of Things and blockchain technology.
This book offers a thorough investigation of the recent surge of webtoons and manga/animation as the sources of transmedia storytelling for popular culture, not only in East Asia but in the wider global context.
This book offers a thorough investigation of the recent surge of webtoons and manga/animation as the sources of transmedia storytelling for popular culture, not only in East Asia but in the wider global context.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions.
Graphic Novels and Visual Cultures in South Asia explores the shifting landscapes of the graphic narratives and related visual cultures scene in South Asia today.
Graphic Novels and Visual Cultures in South Asia explores the shifting landscapes of the graphic narratives and related visual cultures scene in South Asia today.
This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world.
This book explores hybrid play as a site of interdisciplinary activity-one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world.
The Legend of Zelda series is one of the most popular and recognizable examples in videogames of what Tolkien referred to as mythopoeia, or myth-making.