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Book Description

"What corporations fear most are consumers who ask questions. Naomi Klein offers us the arguments with which to take on the superbrands." Billy Bragg from the bookjacket.




Game Feel


Book Description

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe




Racing the Beam


Book Description

A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.




Hawk


Book Description

For Tony Hawk, it wasn't enough to skate for two decades, to invent more than eighty tricks, and to win more than twice as many professional contests as any other skater.It wasn't enough to knock himself unconscious more than ten times, fracture several ribs, break his elbow, knock out his teeth twice, compress the vertebrae in his back, pop his bursa sack, get more than fifty stitches laced into his shins, rip apart the cartilage in his knee, bruise his tailbone, sprain his ankles, and tear his ligaments too many times to count.No.He had to land the 900. And after thirteen years of failed attempts, he nailed it. It had never been done before. Growing up in Sierra Mesa, California, Tony was a hyperactive demon child with an I44 IQ. He threw tantrums, terrorized the nanny until she quit, exploded with rage whenever he lost a game; this was a kid who was expelled from preschool. When his brother, Steve, gave him a blue plastic hand-me-down skateboard and his father built a skate ramp in the driveway, Tony finally found his outlet--while skating, he could be as hard on himself as he was on everyone around him. But it wasn't an easy ride to the top of the skating game. Fellow skaters mocked his skating style and dubbed him a circus skater. He was so skinny he had to wear elbow pads on his knees, and so light he had to ollie just to catch air off a ramp. He was so desperate to be accepted by young skating legends like Steve Caballero, Mike McGill, and Christian Hosoi that he ate gum from between Steve's toes. But a few years of determination and hard work paid off in multiple professional wins, and the skaters who once had mocked him were now trying to learn his tricks. Tony had created a new style of skating. In Hawk Tony goes behind the scenes of competitions, demos, and movies and shares the less glamorous demands of being a skateboarder--from skating on Italian TV wearing see-through plastic shorts to doing a demo in Brazil after throwing up for five days straight from food poisoning. He's dealt with teammates who lit themselves and other subjects on fire, driving down a freeway as the dashboard of their van burned. He's gone through the unpredictable ride of the skateboard industry during which, in the span of a few years, his annual income shrank to what he had made in a single month and then rebounded into seven figures. But Tony's greatest difficulty was dealing with the loss of his number one fan and supporter--his dad, Frank Hawk. With brutal honesty, Tony recalls the stories of love, loss, bad hairdos, embarrassing '80s clothes, and his determination that had shaped his life. As he takes a look back at his experiences with the skateboarding legends of the '70s, '80s, and '90s, including Stacy Peralta, Eddie Elguera, Lance Mountain, Mark Gonzalez, Bob Burnquist, and Colin Mckay, he tells the real history of skateboarding--and also what the future has in store for the sport and for him.




Tony Hawk


Book Description

In this young adult autobiography, Tony Hawk shares the stories from his life that have helped him become a skateboarding hero. Hawk speaks of being a super-competitive 'demon' child who found peace while on a skateboard. Classmates teased him because of his interest in an 'uncool' sport. Instead of retaliating with violence, he practiced even more. With his story, he will inspire a younger generation of fans to stand up for what they believe in and follow their dreams.




Launch! Advertising and Promotion in Real Time


Book Description

Launch! Advertising and Promotion is written for advertising and promotion courses taught to students in the business school and journalism & mass communication students. This textbook is the first of its kind to teach advertising concepts by reverse engineering a real advertising campaign from beginning to end. In April 2007, SS+K, an innovative New York City communications agency, launched the first ever branding campaign for msnbc.com with the tag "A Fuller Spectrum of News." Launch! follows that campaign from initial agency pitch through roll-out of print and media assets to post-campaign analysis. Throughout, it exposes readers to the theory and concepts of advertising and promotion, and the personalities and decisions that drove this campaign. The book takes a rare look "behind the curtain" - even letting you see some of the paths not chosen by the agency and client. Students get a realistic sense of how theory plays out in practice, and get a flavor for the exciting field of advertising and promotion. And, they consistently learn the perspectives of both the advertising agency (where many journalism and communications students will work) and the client (where many marketing majors will work). This is a unique book, with a unique perspective, by a unique author team, and you won't find this kind of insight in any other text on the market. We think you're going to love it! This textbook has been used in classes at: Ball State University, Emerson College, Florida Institute of Technology, Grand Valley State University, Johnson County Community College, Manchester Business School, McLennan Community College, Michigan State University, North Hennepin Community College, Pierce College, Rochester Institute of Technology, Saint Louis University, Salem State College, South Dakota State University, Texas State University, Texas Tech University, University of New Hampshire, University of North Carolina, University of Notre Dame, University of South Florida, Virginia Tech, Western Kentucky University.




The ESL/ELL Teacher's Book of Lists


Book Description

Everything educators need to know to enhance learning for ESLstudents This unique teacher time-saver includes scores of helpful,practical lists that may be reproduced for classroom use orreferred to in the development of instructional materials andlessons. The material contained in this book helps K-12 teachersreinforce and enhance the learning of grammar, vocabulary,pronunciation, and writing skills in ESL students of all abilitylevels. For easy use and quick access, the lists are printed in aformat that can be photocopied as many times as required. Acomplete, thoroughly updated glossary at the end provides anindispensable guide to the specialized language of ESLinstruction.




Sport, Culture and the Media


Book Description

Reviewers’ comments on the first edition “Marks the coming of age of the academic study of media sport.” Media, Culture & Society “The book is extremely well-written – ideal as a student text, yet also at the forefront of innovation.” International Review of Cultural Studies “A thoroughly worthwhile read and an excellent addition to the growing literature on media sport” Sport, Education and Society Sport, Culture and the Media was the first book to analyse comprehensively two of the most powerful cultural forces of our times: sport and media. It examines the ways in which media sport has established itself in contemporary everyday life, and how sport and media have made themselves mutually dependent. This new edition examines the latest developments in sports media, including: Expanded material on new media sport and technology developments Updated coverage of political economy, including major changes in the ownership of sports broadcasting New scholarship and research on recent sports events like the Olympics and the World Cup, sports television and press, and theoretical developments in areas like globalisation and spectatorship. The first part of the book, “Making Media Sport”, traces the rise of the sports media and the ways in which broadcast and print sports texts are produced, the values and practices of those who produce them, and the economic and political influences on and implications of 'the media sports cultural complex'. The second part, “Unmaking the Media Sports Text”, concentrates on different media forms – television, still photography, news reporting, film, live commentary, creative sports writing and new media sports technologies.This is a key textbook for undergraduate studies in culture and media, sociology, sport and leisure studies, communication, race, ethnicity and gender.




Fuck You Heroes


Book Description

Considered an important photographer of his generation, Glen E. Friedman has been a unique documentarian since the age of 12, and soon thereafter his first published photo appeared in SkateBoarder magazine. Over the past 25 years he has photographed some of the most idealistic, interesting and rebellious cultural icons around, documenting the rise of the hard-core punk rock scene in the late 70's/early 80's with such bands as Black Flag, Dead Kennedy's, Minor Threat and even producing the 1st album for Suicidal Tendencies (also from DogTown) and later the rise of rap music in the mid 1980's with groups such as Public Enemy, Run-DMC, and the Beastie Boys. He was one of the first to publicize these groups nationally and many of his photographs are recognized as the subjects' definitive portraits. Glen E. Friedman has compiled images from his 25-year involvement within the rebelious cultures of skateboarding, punk and hip-hop music into two collections, Fuck You Heroes (1994) and Fuck You Too (1996). Selections from these books became the Fuck You All photography exhibit, which has toured internationally since 1997. In 1998 Friedman released The Idealist which showcases his unique perspective and asthetic.




How Did I Get Here?


Book Description

The most famous skateboarder ever shares the business secrets to his success! He's the man who put skateboarding on the map. He's the first to land a 900 (two and a half full rotations). He's also among the richest pitchmen in any sport. And, in a sport that's especially youth-oriented, Tony Hawk, a 40-something father of four, still connects with his audience by staying true to who he is. Moving easily between the ramp and the boardroom, Tony currently runs one of the most acclaimed action sports companies, a clothing line, and video game series bearing his name that has sold over $1 billion worldwide, making it the biggest selling action sports game franchise in game history. He has secured endorsement deals with major brands such as McDonalds, Intel, T-Mobile and Kohl's; started the Boom Boom HuckJam action sports tour; and achieved worldwide acclaim from the ESPN X Games. Filled with Tony's typical modesty and humor, How Did I Get Here? tells the amazing story behind Tony Hawk's unprecedented success from skateboarder to CEO, and the secrets behind his lasting appeal. You'll find out how authenticity has served him well in all his achievements. You'll also understand how his story has shaped many of his fundamental values, including his huge desire to win and his strong sense of realism. Get the inside story of Tony Hawk beyond the skateboard as he answers the question: How Did I Get Here?