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Kirjailija

Paul Booth

Kirjat ja teokset yhdessä paikassa: 31 kirjaa, julkaisuja vuosilta 2006-2027, suosituimpien joukossa Horcott Quarry, Fairford and Arkell’s Land, Kempsford. Vertaile teosten hintoja ja tarkista saatavuus suomalaisista kirjakaupoista.

31 kirjaa

Kirjojen julkaisuhaarukka 2006-2027.

Crossing Fandoms

Crossing Fandoms

Paul Booth

Palgrave Macmillan
2016
sidottu
This book examines the fan-created combination of Doctor Who, Sherlock, and Supernatural as a uniquely digital fan experience, and as a metaphor for ongoing scholarship into contemporary fandom. What do you get when you cross the cult shows Doctor Who, Supernatural, and Sherlock? In this book, Paul Booth explores the fan-created crossover universe known as SuperWhoLock—a universe where Sherlock Holmes and Dean Winchester work together to fight monsters like the Daleks and the Weeping Angels; a world where John Watson is friends with Amy Pond; a space where the unique brands of fandom interact. Booth argues that SuperWhoLock represents more than just those three shows—it is a way of doing fandom. Through interviews with fans and analysis of fan texts, Crossing Fandoms: SuperWhoLock and the Contemporary Fan Audience also demonstrates how fan studies in the digital age can evolve to take into account changingfan activities and texts.
Game Play

Game Play

Paul Booth

Bloomsbury Academic USA
2015
sidottu
The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today’s board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.
Game Play

Game Play

Paul Booth

Bloomsbury Academic USA
2015
nidottu
The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today’s board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment. The popularity of these complex board games mirrors the rise of more complex cult media products. In Game Play: Paratextuality in Contemporary Board Games, Paul Booth examines complex board games based on book, TV, and film franchises, including Doctor Who, The Walking Dead, Lord of the Rings, Star Trek, The Hunger Games and the worlds of H.P. Lovecraft. How does a game represent a cult world? How can narratives cross media platforms? By investigating the relationship between these media products and their board game versions, Booth illustrates the connections between cult media, gameplay, and narrative in a digital media environment.
An Introduction to Human-Computer Interaction (Psychology Revivals)
Originally published in 1989 this title provided a comprehensive and authoritative introduction to the burgeoning discipline of human-computer interaction for students, academics, and those from industry who wished to know more about the subject. Assuming very little knowledge, the book provides an overview of the diverse research areas that were at the time only gradually building into a coherent and well-structured field. It aims to explain the underlying causes of the cognitive, social and organizational problems typically encountered when computer systems are introduced. It is clear and concise, whilst avoiding the oversimplification of important issues and ideas.
Playing Fans

Playing Fans

Paul Booth

University of Iowa Press
2015
nidottu
Fans are everywhere: from Fifty Shades of Grey to Veronica Mars, from Comic-Con to sitcom, from niche to Geek Chic, fans are becoming the most visible and important audience of the twenty-first century. For years the media industries ignored fans and fan activities, but now they’re paying attention and a lot of money to develop a whole new wave of products intended to harness the power of fandom. What impact do such corporate media efforts have on fan practice and fan identities? And are the media industries actually responding to fans as fans want them to?In Playing Fans, Paul Booth argues that the more attention entertainment businesses pay to fans, the more mainstream fans have become popularized. But such mainstreaming ignores important creative fan work and tries to channel fandom into activities lucrative for the companies. Offering a new approach to the longstanding debate about the balance between manipulation and subversion in popular culture, the author argues that we can understand the current moment best through the concepts of pastiche and parody. This sophisticated alternative to conceiving of fans as either dupes of the media industry or rebels against it takes the discussion of “transformative” and “affirmative” fandom in a productive new direction.With nuanced analyses of the Doctor Who Experience in Cardiff, the representations of fans in TV shows like Community and films like Fanboys, SuperWhoLock fans’ use of gifs, and the similarities in discussions of slash fandom and pornographic parody films, this book reveals how fans borrow media techniques and media industries mimic fan activities. Just as the entertainment industry needs fans to succeed, so too do fans need—and desire—the media, and they represent their love through gif fics, crowdfunding, and digital cosplay. Everyone who wants to understand how consumers are making themselves at home in the brave new world being built by the contemporary media should read this book.
An Introduction to Human-Computer Interaction (Psychology Revivals)
Originally published in 1989 this title provided a comprehensive and authoritative introduction to the burgeoning discipline of human-computer interaction for students, academics, and those from industry who wished to know more about the subject. Assuming very little knowledge, the book provides an overview of the diverse research areas that were at the time only gradually building into a coherent and well-structured field. It aims to explain the underlying causes of the cognitive, social and organizational problems typically encountered when computer systems are introduced. It is clear and concise, whilst avoiding the oversimplification of important issues and ideas.
Time on TV

Time on TV

Paul Booth

Peter Lang Publishing Inc
2012
sidottu
Time on TV examines the massive aesthetic and structural changes happening across today’s television programs. Time travel, flash forwards, fake memories: Paul Booth’s analysis reveals the theory and practices that are changing television and online media as we know them. His engaging examination of the mashup of television and social media uncovers a temporal complexity at the heart of our own lives. The characteristically enigmatic television narrative becomes emblematic of a very human interaction with social and digital media. A perfect book for twenty-first century television studies, media studies, or anyone who wants to know why there’s so much time travel on television, Time on TV answers questions you didn’t even know you had about today’s television, digital technology, and our daily lives.
Time on TV

Time on TV

Paul Booth

Peter Lang Publishing Inc
2012
nidottu
Time on TV examines the massive aesthetic and structural changes happening across today’s television programs. Time travel, flash forwards, fake memories: Paul Booth’s analysis reveals the theory and practices that are changing television and online media as we know them. His engaging examination of the mashup of television and social media uncovers a temporal complexity at the heart of our own lives. The characteristically enigmatic television narrative becomes emblematic of a very human interaction with social and digital media. A perfect book for twenty-first century television studies, media studies, or anyone who wants to know why there’s so much time travel on television, Time on TV answers questions you didn’t even know you had about today’s television, digital technology, and our daily lives.
Digital Fandom

Digital Fandom

Paul Booth

Peter Lang Publishing Inc
2010
sidottu
This book re-evaluates the way we examine today’s digital media environment. By looking at how popular culture uses different digital technologies, Digital Fandom bolsters contemporary media theory by introducing new methods of analysis. Using the exemplars of alternate reality gaming and fan studies, this book takes into account a particular «philosophy of playfulness» in today’s media in order to establish a «new media studies». Digital Fandom augments traditional studies of popular media fandom with descriptions of the contemporary fan in a converged media environment. The book shows how changes in the study of fandom can be applied in a larger scale to the study of new media in general, and formulates new conceptions of traditional media theories.
A Narrow View Across the Upper Thames Valley in Late Prehistoric and Roman Times

A Narrow View Across the Upper Thames Valley in Late Prehistoric and Roman Times

Paul Booth; Kate Brayne; Derek Cater; Hilary Cool; Rowena Gale; John Giorgi; Malcolm Lyne; Hilary Major; Gemma Martin; James Rackham; Stephen Rowland; Susan Tyler; Alan Vince; Tania Wilson; Tom Wilson

BAR Publishing
2008
nidottu
The report on excavations which took place as a result of the laying of a gas pipeline from Charlgrove to Ilsley. Two large and thirty-two small sites were identified, predominantly late prehistoric in date, with Iron Age deposits being the most abundant. The two larger sites were occupied from the Iron Age into the early Roman period.