Buy ScreenPlay or Science Fiction Cinema: From Outerspace to Cyberspace Short Cuts or Sex and the Cinema.
ScreenPlaySOLD OUTWhat is the relationship between cinema and videogames? Hollywood film franchises are routinely translated into games. Some game titles make the move onto the big screen, none more prominently than Lara Croft, iconic star of the Tomb Raider series. Games often depend on recognized film genres, milieu or devices for branding and marketing. Some aspire to a film-like quality of graphics and action. But games also offer markedly different experiences, especially in the realm of "interactivity.
Science Fiction Cinema: From Outerspace to Cyberspace$15.94This book charts the dimensions of one of the most popular genres in the cinema. From lurid comic-book blockbusters to dark dystopian visions, science fiction is seen as both a powerful cultural barometer of our times and the product of particular industrial and commercial frameworks.
Sex and the Cinema$22.00From the sanctioned to the forbidden, the suggestive to the blatant, evocations of sex have saturated cinema with a heady distillation of fleshly passions. Whether laced in the rapturous rhetorics of romance or seeking to pack a harder erotic punch, cinematic representations of sex and sexual desire have provided cinema with one of its major attractions. Sex and the Cinema traces the numerous factors and contexts -- artistic, institutional, political and socio-cultural -- that have shaped the way that sex appears in film.
Tomb Raiders and Space Invaders: Videogame Forms and$20.91This book focuses on key formal aspects of video games and the experiences and pleasures offered by the activities they require of the player. A wide range of games are considered, from first-person shooters to third-person action-adventures, strategy, sports-related and role-playing games. Lively and accessible in style, this book is written for both an academic readership and the wider audience of gamers and those interested in popular culture.
Videogame, Player, Text$26.00Videogame, Player, Text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures.
Ringbearers: The Lord of the Rings Online as I$39.94Ringbearers collects together essays by established and leading figures within Game Studies, each focused on different aspects of the massively multiplayer online game, "The Lord of the Rings Online."The authors played the game extensively, yet they each come to it with different questions. Some essays focus on what players do with and in the game, whether that means asking about the opportunities provided for role-play or asking how the knowledge that fans bring to the game informs their experience of it.
A Skin For Dancing In: Possession, Witchcraft and$177.25The cinema of the occult celebrates the irrational and the magical, and it offers powerful and seductive narratives of desire, transgression, and fantasy. In this challenging, fresh, and wide-ranging approach to the themes of witchcraft, paganism, possession, and voodoo, Tanya Krzywinska explores the thrills of terror, ecstasy, and power offered by cinema's unholy romance with magic and demonic forces.
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