Comics and Videogames


Book Description

This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.




Encyclopedia of Video Games [3 volumes]


Book Description

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.




Developing Video Game Literacy in the EFL Classroom


Book Description

Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.




A Guide to Manga, Anime and Video Game Cosplay


Book Description

Do you find yourself sat at home wishing you could be in your favorite video game? Or dream of a time when you pretended you were Sailor Moon? Or do you want to embody your Dungeons and Dragons character for real? What’s holding you back? Maybe you need to introduced to cosplay! Cosplay is a phenomenon that is taking over the world. If you haven’t seen it yet, have you not been looking at social media? Cosplay is a mix of exciting craft skills, heady escapism and passion for pop culture that lets you be whoever you want, whenever you want. Cosplay has made its way into TV shows and documentaries, been included as part of film premieres and video game launches, it’s even referenced in the comics, manga and media it comes from! Talk about meta. But what is this super popular hobby? Well, pick up this book, and it’s twin A Guide to Movie and TV Cosplay, to get all the answers. Because it’s more than just dressing up, promise. With a little bit of help from this handy, dandy guide to cosplay, you can get stuck in. Learn about the history of the hobby (it’s been around longer than you’d think!), where it came from and how it got to be the way it is now, get your head around making and designing costumes, find out how about all the amazing skills people are using to make these costumes, and perhaps even try a few yourself. Who knows, you might be rocking out as Astro Boy, Chris Redfield or All Might at the next big comic con! So why not give it a try and play make believe for a day.




GameAxis Unwired


Book Description

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.




Frame Escapes: Graphic Novel Intertexts


Book Description

Graphic narrative structures, conceptual innovation, identity and representations are examined in an eclectic volume that presents multimodal approaches to constructing, reading and interpreting graphic novels and comics.




GameAxis Unwired


Book Description

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.




The Avengers in Video Games


Book Description

For decades, Marvel Comics' superhero group the Avengers have captured the imagination of millions, whether in comics, multi-billion dollar grossing films or video games. Similar to the chronology of the Marvel Cinematic Universe, the Avengers video games first started with titles driven by single characters, like Iron Man, the Hulk, Thor and Captain America. Over time, the games grew to include more and more heroes, culminating in playing experiences that featured the Avengers assembled. This is the first-ever book assessing the video games starring "Earth's Mightiest Heroes." Featured games span consoles and platforms, from popular PlayStation and Xbox titles to an arcade game in danger of being lost to time. All video games are covered in depth, with each entry including game background and a detailed review from the author. Some game entries also include behind-the-scenes knowledge from the developers themselves, providing exclusive details on the Marvel video game universe.







Guinness World Records 2018


Book Description

The record-breaking records annual is back and packed with more incredible accomplishments, stunts, cutting-edge science and amazing sporting achievements than ever before. With more than 3,000 new and updated records and 1,000 eye-popping photos, it has thousands of new stats and facts and dazzling new features. There is so much to explore inside. Go on a whirlwind tour of the planet’s most amazing places, from the largest swamps to the deepest points on Earth. Find out what happens when you give an octopus a Rubik’s Cube, and why all you need to defend yourself from a crocodile is a rubber band! You’ll also find all your favorite records and categories such as Big Stuff, Collections, Mass Participation and Fun with Food, plus the year’s most significant sporting achievements. Our editors have also taken inspiration this year from the world of superheroes – both fictional and real-world – so look out for our feature chapter charting your favorite caped crusaders in comic books, TV shows and movies. We also meet the real-life record-breakers with genuine superpowers, such as the Canadian strongman vicar who can pull a jumbo jet and an actual cyborg who uses technology to augment his senses. You’ll also learn all about the science of superheroes, such as who the fastest and strongest superheroes would be if they came to life, and who would win in a royal rumble between Superman, Batman, Hulk and Dr Strange! Also new this year is a celebration of the superlative with infographic poster pages that explore the most exciting absolutes, such as the longest, tallest, fastest and heaviest. Does the longest sofa outstretch the longest train? Is the tallest Easter egg bigger than the tallest snowman? Find out in this amazing new edition. You’ll also find these special pages available as free poster downloads at guinnessworldrecords.com! From science to showbiz via stunts and sports, there are real-life heroes all around us in all shapes and sizes, achieving the extraordinary every day. There’s only one book where you’ll find so many amazing facts all in one place, and that’s Guinness World Records 2018!