The Video Watchdog Book


Book Description

Read What You've Been Missing! This profusely illustrated video consumer guide is a must for all fans & collectors of Horror, Science Fiction & Fantasy films on tape & disc. A companion to the popular VIDEO WATCHDOG Magazine, THE VIDEO WATCHDOG BOOK contains witty & informative descriptions of 100s of titles, including out-of-print rarities, alternate versions, foreign language & import releases, continuity errors... even detailed descriptions of missing (& censored) scenes! Written by video authority Tim Lucas, whose work has appeared in numerous books & magazines in the United States & Europe. Also includes an indispensible list of more than 650 retitled videos, a book index, plus a complete index to the first 12 issues of VIDEO WATCHDOG Magazine! Features a Foreword by cult Director Joe Dante (GREMLINS, THE HOWLING), a striking full-color cover by Stephen R. Bissette (SWAMP THING), & spot illustrations by Brian Thomas (TEENAGE MUTANT NINJA TURTLES). Here's what the experts say about VIDEO WATCHDOG: "Fascinating... the best effort of its kind I've seen!"--Vincent Price. "A thorough, accurate, & knowledgeable source that's as good as anything I've read!"--Christopher Lee. "Intriguing, thought-provoking, & marvelously obsessive!--USA TODAY.




The Video Art of Sylvia Safdie


Book Description

The Video Art of Sylvia Safdie brings into focus the complete video oeuvre of a pioneering Canadian artist. Tracing the development of Safdie's work and its implications for the future of media art, this volume provides a stunning perspective on her videos and sets a new standard for the presentation of video art in book form. Safdie's principal video works are presented in the form of more than 200 images, selected and arranged to suggest the content, rhythm, and movement of the videos themselves. Alongside the rich illustrations, the book explores Safdie's video art through a thoughtful introduction to the artist and two insightful critical essays. Eric Lewis relates her videos to her works in other media, considers how she poses key questions in the philosophy of art, and addresses issues concerning Jewish art and identity. He discusses the complex relationship between Safdie's video images and the improvised music she often employs as soundtracks. An essay by music scholar and conductor Eleanor Stubley explores the relationship between the body and mind in Safdie's videos, shedding light on the emotive and sensorial qualities of the breathing body. A vibrant appeal to both the eye and the mind, The Video Art of Sylvia Safdie showcases an artist at the vanguard of video and intermedia art and demonstrates how her work is representative of the next stage in artistic explorations of time, change, corporeality, and our place in nature.




Television at the Movies


Book Description

The overview of television criticism, which this book provides, comes appropriately at a moment of change. Television is becoming dramatically different as a result of new and developing technologies such as cable, HDTV, satellite transmission and broadband distributions. By concentrating on the still-dominant notion of television, what the authors call "Classical Network Television," they argue that it is as important to understand this model as it is to understand Classical Hollywood Cinema. The co-authors have a unique approach to the study of television, viewing its history and reception not only through important articles about the medium, but also through analyzing how Hollywood auteur cinema has commented on television over the decades, in films such as Tootsie, Network, The Last Picture Show, A Face in the Crowd, Rollerball, The King of Comedy and others. Not only does this reflect the pervasive use of cinema theory to discuss television, it also helps to emphasize the importance of clarifying the distinctions between the criticisms of the two media. Television at the Movies argues that the study of television is a crucial aspect of understanding our recent and contemporary culture, and it provides an illuminating point of entry for students and researchers in the field.




The Video Privacy Protection Act


Book Description




Millennials Killed the Video Star


Book Description

Between 1995 and 2000, the number of music videos airing on MTV dropped by 36 percent. As an alternative to the twenty-four-hour video jukebox the channel had offered during its early years, MTV created an original cycle of scripted reality shows, including Laguna Beach, The Hills, The City, Catfish, and Jersey Shore, which were aimed at predominantly white youth audiences. In Millennials Killed the Video Star Amanda Ann Klein examines the historical, cultural, and industrial factors leading to MTV's shift away from music videos to reality programming in the early 2000s and 2010s. Drawing on interviews with industry workers from programs such as The Real World and Teen Mom, Klein demonstrates how MTV generated a coherent discourse on youth and identity by intentionally leveraging stereotypes about race, ethnicity, gender, and class. Klein explores how this production cycle, which showcased a variety of ways of being in the world, has played a role in identity construction in contemporary youth culture—ultimately shaping the ways in which Millennial audiences of the 2000s thought about, talked about, and embraced a variety of identities.




Video Revolutions


Book Description

Since the days of early television, video has been an indispensable part of culture, society, and moving-image media industries. Over the decades, it has been an avant-garde artistic medium, a high-tech consumer gadget, a format for watching movies at home, a force for democracy, and the ultimate, ubiquitous means of documenting reality. In the twenty-first century, video is the name we give all kinds of moving images. We know it as an adaptable medium that bridges analog and digital, amateur and professional, broadcasting and recording, television and cinema, art and commercial culture, and old media and new digital networks. In this history, Michael Z. Newman casts video as a medium of shifting value and legitimacy in relation to other media and technologies, particularly film and television. Video has been imagined as more or less authentic or artistic than movies or television, as more or less democratic and participatory, as more or less capable of capturing the real. Techno-utopian rhetoric has repeatedly represented video as a revolutionary medium, promising to solve the problems of the past and the presentÑoften the very problems associated with television and the society shaped by itÑand to deliver a better future. Video has also been seen more negatively, particularly as a threat to movies and their culture. This study considers video as an object of these hopes and fears and builds an approach to thinking about the concept of the medium in terms of cultural status.




The Bench


Book Description

#1 NEW YORK TIMES BESTSELLER • Meghan, The Duchess of Sussex’s first children’s book, The Bench, beautifully captures the special relationship between father and son, as seen through a mother’s eyes. The book’s storytelling and illustration give us snapshots of shared moments that evoke a deep sense of warmth, connection, and compassion. This is your bench Where you’ll witness great joy. From here you will rest See the growth of our boy. In The Bench, Meghan, The Duchess of Sussex, touchingly captures the evolving and expanding relationship between father and son and reminds us of the many ways that love can take shape and be expressed in a modern family. Evoking a deep sense of warmth, connection, and compassion, The Bench gives readers a window into shared and enduring moments between a diverse group of fathers and sons—moments of peace and reflection, trust and belief, discovery and learning, and lasting comfort. Working in watercolor for the first time, Caldecott-winning, bestselling illustrator Christian Robinson expands on his signature style to bring joy and softness to the pages, reflecting the beauty of a father’s love through a mother’s eyes. With a universal message, this thoughtful and heartwarming read-aloud is destined to be treasured by families for generations to come.




The Video Game Theory Reader


Book Description

In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.




Billboard


Book Description

In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.




The Video Game Debate


Book Description

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.