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"This book explores the relationship between video games and satire through an in-depth examination of Capcom's Dead Rising series, which alludes to, recontextualises, and builds upon George A. Romero's filmic satire on American consumer culture, Dawn of the Dead. Proposing a taxonomy of videoludic satire, the book details how video games can communicate satire through their virtual environments, their characters, their audio, the way they frame the passage of time, and the outcomes of in-game choices that their players can make. By applying this taxonomy to the Dead Rising series, this book presents a compelling case for how video games can function as instruments for social commentary and indicators of ideological tensions. This unique and insightful study will interest students and scholars of media studies, video game studies, satire, visual culture and zombie studies"--
The world of Gaia is in turmoil. Humans, goblins, and dwarves try to live their lives as best they can under the rule of the sovereigns-the strange and powerful race whose empire stretches to all corners of the known world-but order and stability seem to be fading. The quality of life has lessened, the strength and control of the Sovereign Empire has weakened, and a large movement of rebels, though many would call them terrorists, known as the Lost Seekers, are causing waves throughout the lands. Nowhere are these changes felt more than the Isles, a small human province of islands, where sixteen-year-old Carver lives with his family and best friend, Helena, in the remote village of Verrel. During a routine trip to the provincial capital of Caswen, Carver and Helena suddenly find themselves in the middle of a violent conflict between the powers of the world, and soon after find themselves being hunted for reasons they do not understand. Now pulled into events they never dreamed of experiencing, Carver and Helena, along with some close companions, are forced to fight for their lives during a journey of hardships. Monstrous beasts, hostile factions, and even nature itself plague their quest to find safety and seek answers, and nothing is gained without a struggle. However, their continued survival may be out of their control as the powers of the world vie for dominance against one another . . . by any means necessary.
Using patents, published and unpublished documents, and interviews with television pioneers including Zworykin himself, Abramson reconstructs the inventor's life from his early years in Russia, through his stay as RCA's technical guru under David Sarnoff, to his death in 1982. More than fifty photographs show highlights of Zworykin's work. Abramson notes the contributions of other scientists--particularly Zworykin's biggest rival, Philo T. Farnsworth--to the advancement of television. However, he argues, it was Zworykin's inventions that made modern, all-electronic television possible, causing many to award him the title "father of television". "His achievements rank him with Thomas Edison and Alexander Graham Bell," states Albert Abramson in this discerning, often dramatic biography of Vladimir Kosma Zworykin, the Russian-born scientist who "did more to create our present system of cathode-ray television than any other person."