Pure Invention


Book Description

The untold story of how Japan became a cultural superpower through the fantastic inventions that captured—and transformed—the world’s imagination. “A masterful book driven by deep research, new insights, and powerful storytelling.”—W. David Marx, author of Ametora: How Japan Saved American Style Japan is the forge of the world’s fantasies: karaoke and the Walkman, manga and anime, Pac-Man and Pokémon, online imageboards and emojis. But as Japan media veteran Matt Alt proves in this brilliant investigation, these novelties did more than entertain. They paved the way for our perplexing modern lives. In the 1970s and ’80s, Japan seemed to exist in some near future, gliding on the superior technology of Sony and Toyota. Then a catastrophic 1990 stock-market crash ushered in the “lost decades” of deep recession and social dysfunction. The end of the boom should have plunged Japan into irrelevance, but that’s precisely when its cultural clout soared—when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and multimedia empires like Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products gave us new tools for coping with trying times. They also transformed us as we consumed them—connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japan’s pop-media complex remade global culture.




Your Inner Fish


Book Description

The paleontologist and professor of anatomy who co-discovered Tiktaalik, the “fish with hands,” tells a “compelling scientific adventure story that will change forever how you understand what it means to be human” (Oliver Sacks). By examining fossils and DNA, he shows us that our hands actually resemble fish fins, our heads are organized like long-extinct jawless fish, and major parts of our genomes look and function like those of worms and bacteria. Your Inner Fish makes us look at ourselves and our world in an illuminating new light. This is science writing at its finest—enlightening, accessible and told with irresistible enthusiasm.




Stranded


Book Description

A New York Times Bestseller! As seen on The Today Show, Rachael Ray, and Kelly and Michael. From the Emmy-Award winning host of Survivor, Jeff Probst, with Middle School: The Worst Years of My Life co-author, Chris Tebbetts, comes a brand new family adventure series! A family vacation becomes a game of survival! It was supposed to be a vacation--and a chance to get to know each other better. But when a massive storm sets in without warning, four kids are shipwrecked alone on a rocky jungle island in the middle of the South Pacific. No adults. No instructions. Nobody to rely on but themselves. Can they make it home alive? A week ago, the biggest challenge Vanessa, Buzz, Carter, and Jane had was learning to live as a new blended family. Now the four siblings must find a way to work as a team if they're going to make it off the island. They're all in this adventure together--but first they've got to learn to survive one another. Books in the original Stranded series: Stranded (Book 1) Trial By Fire (Book 2) Survivors (Book 3) Books in the Stranded, Shadow Island series Forbidden Passage (Book 4) Sabotage (Book 5) Desperate Measures (Book 6)




War and Popular Culture


Book Description

This is the first comprehensive study of popular culture in twentieth-century China, and of its political impact during the Sino-Japanese War of 1937-1945 (known in China as "The War of Resistance against Japan"). Chang-tai Hung shows in compelling detail how Chinese resisters used a variety of popular cultural forms—especially dramas, cartoons, and newspapers—to reach out to the rural audience and galvanize support for the war cause. While the Nationalists used popular culture as a patriotic tool, the Communists refashioned it into a socialist propaganda instrument, creating lively symbols of peasant heroes and joyful images of village life under their rule. In the end, Hung argues, the Communists' use of popular culture contributed to their victory in revolution.




Untitled Rothfuss 3 Of 3


Book Description

The third in 'The Kingkiller Chronicle' series of fantasy novels by Patrick Rothfuss.




Inter/Cultural Communication


Book Description

Today, students are more familiar with other cultures than ever before because of the media, Internet, local diversity, and their own travels abroad. Using a social constructionist framework, Inter/Cultural Communication provides today's students with a rich understanding of how culture and communication affect and effect each other. Weaving multiple approaches together to provide a comprehensive understanding of and appreciation for the diversity of cultural and intercultural communication, this text helps students become more aware of their own identities and how powerful their identities can be in facilitating change—both in their own lives and in the lives of others.




No Sleep


Book Description

No Sleepis a visual history of the halcyon days of New York City club life as told through flyer art. Spanning the late 80s through the late 90s, when nightlife buzz travelled via flyers and word of mouth,No Sleepfeatures a collection of artwork from the personal archives of NYC DJs, promoters, club kids, nightlife impresarios, and the artists themselves. Club flyers, by design, were ephemeral objects distributed on street corners, outside of nightclubs and concert halls, in barbershops and retail shops, and were not intended to be preserved for posterity. Through the 90s, they became both increasingly prevalent and more sophisticated as printing technology evolved. Overnight, however, with the advent of the internet, theflyer essentially disappeared, despite it being common at one time for promoters to print thousands of flyers for any given event. Recently, these flyers have become sought-after collector's items.




Digital Roots


Book Description

As media environments and communication practices evolve over time, so do theoretical concepts. This book analyzes some of the most well-known and fiercely discussed concepts of the digital age from a historical perspective, showing how many of them have pre-digital roots and how they have changed and still are constantly changing in the digital era. Written by leading authors in media and communication studies, the chapters historicize 16 concepts that have become central in the digital media literature, focusing on three main areas. The first part, Technologies and Connections, historicises concepts like network, media convergence, multimedia, interactivity and artificial intelligence. The second one is related to Agency and Politics and explores global governance, datafication, fake news, echo chambers, digital media activism. The last one, Users and Practices, is finally devoted to telepresence, digital loneliness, amateurism, user generated content, fandom and authenticity. The book aims to shed light on how concepts emerge and are co-shaped, circulated, used and reappropriated in different contexts. It argues for the need for a conceptual media and communication history that will reveal new developments without concealing continuities and it demonstrates how the analogue/digital dichotomy is often a misleading one.




The Simpsons and Their Mathematical Secrets


Book Description

From bestselling author of Fermat's Last Theorem, a must-have for number lovers and Simpsons fans




Reality Is Broken


Book Description

“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.