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Glitterworlds

Glitterworlds
Author: Rebecca Coleman
Publisher: MIT Press
Total Pages: 194
Release: 2021-06-29
Genre: Social Science
ISBN: 191268540X

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An original examination of the ubiquity of glitter—from bodily adornment to activist glitter bombing—and its vibrant and transformational properties. Glitter is everywhere, from crafting to makeup, from vagazelling to glitter-bombing, from fashion to fish. Glitter also gets everywhere. It sticks to what it is and isn't supposed to, and travels beyond its original uses, eliciting reactions ranging from delight to irritation. In Glitterworlds, Rebecca Coleman examines this ubiquity of glitter, following it as it moves across different popular cultural worlds and exploring its effect on understandings and experiences of gender, sexuality, class and race. Coleman investigates how girls engage with glitter in collaging workshops to imagine their futures; how glitter can adorn the outside and the inside of the body; how glitter features in the films Glitter and Precious; and how LGBTQ* activists glitter bomb homophobic and transphobic people. Throughout, Coleman attends to the plurality of politics that glitter generates, approaching this through the concepts of hope, wonder, fabulation, and prefigurative politics—all of which indicate the making of different, better worlds, although often not in ways that are straightforward or conventional. She develops an original account of future politics, where time is nonlinear and sometimes non-progressive. Coleman's argument brings together feminist cultural theory, feminist new materialisms, and theories on futures and temporality, in order to propose that we should understand glitter as a thing—vibrant, processual, transformational, and traversing boundaries between media and material, culture and nature, bodies and environments.


Glitter

Glitter
Author: Nicole Seymour
Publisher: Bloomsbury Publishing USA
Total Pages: 185
Release: 2022-06-02
Genre: Literary Criticism
ISBN: 1501373773

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Object Lessons is a series of short, beautifully designed books about the hidden lives of ordinary things. Glitter reveals the complexity of an object often dismissed as frivolous. Nicole Seymour describes how glitter's consumption and status have shifted across centuries-from ancient cosmetic to queer activist tool, environmental pollutant to biodegradable accessory-along with its composition, which has variously included insects, glass, rocks, salt, sugar, plastic, and cellulose. Through a variety of examples, from glitterbombing to glitter beer, Seymour shows how this substance reflects the entanglements of consumerism, emotion, environmentalism, and gender/sexual identity. Object Lessons is published in partnership with an essay series in The Atlantic.


Dressing Up

Dressing Up
Author: Elizabeth L. Block
Publisher: MIT Press
Total Pages: 291
Release: 2021-10-19
Genre: Design
ISBN: 0262365561

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How wealthy American women--as consumers and as influencers--helped shape French couture of the late nineteenth century; lavishly illustrated. French fashion of the late nineteenth century is known for its allure, its ineffable chic--think of John Singer Sargent's Madame X and her scandalously slipping strap. For Parisian couturiers and their American customers, it was also serious business. In Dressing Up, Elizabeth Block examines the couturiers' influential clientele--wealthy American women who bolstered the French fashion industry with a steady stream of orders from the United States. Countering the usual narrative of the designer as solo creative genius, Block shows that these women--as high-volume customers and as pre-Internet influencers--were active participants in the era's transnational fashion system. Block describes the arrival of nouveau riche Americans on the French fashion scene, joining European royalty, French socialites, and famous actresses on the client rosters of the best fashion houses--Charles Frederick Worth, Doucet, and Félix, among others. She considers the mutual dependence of couture and coiffure; the participation of couturiers in international expositions (with mixed financial results); the distinctive shopping practices of American women, which ranged from extensive transatlantic travel to quick trips downtown to the department store; the performance of conspicuous consumption at balls and soirées; the impact of American tariffs on the French fashion industry; and the emergence of smuggling, theft, and illicit copying of French fashions in the American market as the middle class emulated the preferences of the rich. Lavishly illustrated, with vibrant images of dresses, portraits, and fashion plates, Dressing Up reveals the power of American women in French couture. Winner of the Aileen Ribeiro Grant of the Association of Dress Historians; an Association for Art History grant; and a Pasold Research Fund grant.


Future Gaming

Future Gaming
Author: Paolo Ruffino
Publisher: MIT Press
Total Pages: 162
Release: 2018-05-04
Genre: Games & Activities
ISBN: 1906897557

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A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.


Dependent, Distracted, Bored

Dependent, Distracted, Bored
Author: Susanna Paasonen
Publisher: MIT Press
Total Pages: 205
Release: 2021-04-20
Genre: Social Science
ISBN: 0262045672

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A new approach to understanding the culture of ubiquitous connectivity, arguing that our dependence on networked infrastructure does not equal addiction. In this book, Susanna Paasonen takes on a dominant narrative repeated in journalistic and academic accounts for more than a decade: that we are addicted to devices, apps, and sites designed to distract us, that drive us to boredom, with detrimental effect on our capacities to focus, relate, remember, and be. Paasonen argues instead that network connectivity is a matter of infrastructure and necessary for the operations of the everyday. Dependencies on it do not equal addiction but speak to the networks within which our agency can take shape.


The Fox and the Star

The Fox and the Star
Author: Coralie Bickford-Smith
Publisher: Penguin
Total Pages: 34
Release: 2015-11-10
Genre: Fiction
ISBN: 1101992085

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From the award-winning designer of the iconic Penguin Hardcover Classics comes a beautifully illustrated fable about loss, friendship, and courage The Fox and the Star is the story of a friendship between a lonely Fox and the Star who guides him through the frightfully dark forest. Illuminated by Star’s rays, Fox forages for food, runs with the rabbits, and dances in the rain—until Star suddenly goes out and life changes, leaving Fox huddling for warmth in the unfamiliar dark. To find his missing Star, Fox must embark on a wondrous journey beyond the world he knows—a journey lit by courage, newfound friends, and just maybe, a star-filled new sky. Inspired by the Arts and Crafts movement and the art of William Blake, The Fox and the Star is a heartwarming, hopeful tale which comes alive through Bickford-Smith’s beloved illustrations, guiding readers both young and grown to “look up beyond your ears.”


Steel Frame

Steel Frame
Author: ANDREW. SKINNER
Publisher:
Total Pages: 700
Release: 2019-08-22
Genre:
ISBN: 9781781087053

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Epic tale of giant-robot battles, built around a personal story of redemption and healing. FLY HARD Rook is a jockey, a soldier trained and modified to fly 'shells,' huge robots that fight for the outer regions of settled space. When her shell is destroyed and her squad killed, Rook is imprisoned, left stranded, scarred and broken. Hollow and helpless without her steel frame, she's ready to call it quits. When her cohort of prisoners are sold into indenture to NorCol, a vast frontier corporation, Rook's given another shell - a near-decrepit Juno, as broken as she is and decades older - and sent to a rusting bucket of a ship on the end of known space to patrol something called "the Eye," a strange, unnerving permanent storm in space. But they're not alone.


Against Fashion

Against Fashion
Author: Radu Stern
Publisher:
Total Pages: 0
Release: 2004
Genre: Avant-garde
ISBN: 9780262693295

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The late 19th century invention of 'fashion' as we understand it inspired avant-garde artists of the period to create an art form to counter commercial fashion. This is the history of the modern relationship between artists and this 'anti fashion'.


Designing Games

Designing Games
Author: Tynan Sylvester
Publisher: "O'Reilly Media, Inc."
Total Pages: 416
Release: 2013-01-03
Genre: Computers
ISBN: 144933802X

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Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of today’s hit video games. You’ll learn principles and practices for crafting games that generate emotionally charged experiences—a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each other’s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your game’s market positioning will affect your design