Our website is made possible by displaying online advertisements to our visitors.
Please consider supporting us by disabling your ad blocker.

Download links will be available after you disable the ad blocker and reload the page.
Showing: 1-10 results of 2013

Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen.... more...

This volume brings together seminal articles from the years 1969-1972, when Cahiers writers were elaborating a major materialist account of the history, theory, and criticism of cinema.

In 2013, Edward Snowden revealed that the NSA and its partners had been engaging in warrantless mass surveillance, using the internet and cellphone data, and driven by fear of terrorism under the sign of ’security’. In this compelling account, surveillance expert David Lyon guides the reader through Snowden’s ongoing disclosures: the technological shifts involved, the steady rise of invisible monitoring of innocent citizens, the collusion of... more...

Modern Media, Elections and Democracy explores how the modern media functions in a democracy, especially during elections, when it performs the crucial role of educating people and moulding public opinion. At such times, it becomes an arena for public debate and sometimes even a check against the abuse of power. The book analyses the constraints that curb the immense power of the media. It takes up issues that restrict free... more...

The Reverse Design series looks at all of the design decisions that went into classic video games. This is the first installment in the Reverse Design series, looking at Final Fantasy VI. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game: How narrative elements, specifically the design of the fourteen player-characters, was the critical constraint which shaped... more...


The Reverse Design series looks at all of the design decisions that went into classic video games. This is the second installment in the Reverse Design series, looking at Chrono Trigger. Written in a readable format, it is broken down into four sections examining some of the most important topics to the game: Analyzes how the designers use gameplay to preserve and embellish the surprises in the plot Explains how Chrono Trigger... more...

The Reverse Design series looks at all of the design decisions that went into classic video games. This is the fourth installment in the Reverse Design series, looking at Half Life. Written in a readable format, it is broken down into six sections examining some of the most important topics to the game: How Half-Life is a key step in the evolution from the composite style of videogame design to the set piece style of design.... more...

This book is a unique and definitive guide to the skills necessary for on-camera journalism and offers an invaluable behind-the-scenes look at the profession.Tailors the traditional skills of writing, reporting, and producing to the needs of journalists working in front of the cameraIncludes chapters devoted to the role of the storyteller, reporting the story across multiple platforms, and presenting the story on-cameraIncorporates profiles of leading... more...

Who makes the news in a digital age? Participatory Journalism offers fascinating insights into how journalists in Western democracies are thinking about, and dealing with, the inclusion of content produced and published by the public. A timely look at digital news, the changes it is bringing for journalists and an industry in crisis Original data throughout, in the form of in-depth interviews with dozens of journalists at leading news organizations in... more...

Analyzing the complex interaction between the material and immaterial aspects of new digital technologies, this book draws upon a mix of theoretical approaches (including sociology, media theory, cultural studies and technological philosophy), to suggest that the ‘Matrix’ of science fiction and Hollywood is simply an extreme example of how contemporary technological society enframes and conditions its citizens. Arranged in two parts, the book... more...