Full Disclosure


Book Description







American Newspaper Comics


Book Description

The most comprehensive guide to U.S. newspaper comics ever published




Dark Fiber


Book Description

The Internet is being closed off by businesses and governments intent on creating an environment free of dissent. In this text, the author covers concerns and issues of navigation and usability without losing sight of the agenda of those who control hardware, software, content, design and delivery.




The Journals of Sylvia Plath


Book Description

The electrifying diaries that are essential reading for anyone moved and fascinated by the life and work of one of America's most acclaimed poets. Sylvia Plath began keeping a diary as a young child. By the time she was at Smith College, when this book begins, she had settled into a nearly daily routine with her journal, which was also a sourcebook for her writing. Plath once called her journal her “Sargasso,” her repository of imagination, “a litany of dreams, directives, and imperatives,” and in fact these pages contain the germs of most of her work. Plath’s ambitions as a writer were urgent and ultimately all-consuming, requiring of her a heat, a fantastic chaos, even a violence that burned straight through her. The intensity of this struggle is rendered in her journal with an unsparing clarity, revealing both the frequent desperation of her situation and the bravery with which she faced down her demons.







Avant-garde Videogames


Book Description

An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements. The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality—as in alternate reality games, which adapt Situationist strategies for a mass audience.




Forthcoming Books


Book Description




War Trauma and English Modernism


Book Description

This is the first book to consistently read English Modernist literature as testimony to trauma of the First and Second World Wars. Focusing upon T.S. Eliot and D.H. Lawrence, it examines the impact of war upon their lives and their strategies to resist it through literary innovation.