Tuesday, July 31, 2012

Notes: Designing virtual worlds


Bartle, Richard A.. Designing virtual worlds. Indianapolis, Ind.: New Riders Pub., 2004. Print.

Perhaps because of the large sums of money involved in their creation and the guaranteed huge monthly incomes they can generate- computer games remain at the cutting edge of "virtual world" development. Bartle, Chapter1, p.2

For a critical aesthetic to be useful, it has to aim for universality. Everyone should understand the signs and their denotation in the same way.......
The coming of graphics to virtual worlds is like the coming of sound to movies. the same old rules apply, but the emphasis is different, there are also some new rules. Bartle, Chapter7, p. 635

When you watch a TV drama, you don't think you are actually a character participating in it, yet when you play a virtual world you do. why? Is it merely because you control a character?
No; it's because you accept that the character you control is a token, that represent you. Accept it enough, and it becomes you (and you become it).

Immersion in accepting the signifier as the signified. those pixels on the screen are just pixels, you associate meaning with them.  Bartle, Chapter7, p. 635

BiB Add-ons 2





1. On Art and Cultural stereotypes:






· Rethinking Visual Anthropology


Banks, Marcus, and Howard Morphy. Rethinking visual anthropology. New Haven: Yale University Press, 1997. Print.


This book shows that the scope of visual anthropology is far broader, encompassing the analysis of still photography, television, electronic representation, art, ritual, and material culture. Because anthropology involves the representation of one culture or segment of society to another, say the authors, an understanding of the nature of representational processes across cultures is essential.


This book brings together essays by leading anthropologists that cover an entire range of visual representation, from Balinese television to computer software manuals. Contributors discuss the anthropology of art, the study of landscape, the anthropology of ritual, the anthropology of media and communication, the history of anthropology, and art practice and production. Also included are a wide-ranging introduction and a concluding overview.






· Media Worlds: Anthropology on New Terrain


Ginsburg, Faye D., Lila Lughod, and Brian Larkin. Media worlds: anthropology on new terrain. Berkeley: University of California Press, 2002. Print.


This book showcases the exciting work emerging from the ethnography of media, a burgeoning new area in anthropology that expands both social theory and ethnographic fieldwork to examine the way media--film, television, video--are used in societies around the globe, often in places that have been off the map of conventional media studies. The contributors, key figures in this new field, cover topics ranging from indigenous media projects around the world to the unexpected effects of state control of media to the local impact of film and television as they travel transnationally. Their essays, mostly new work produced for this volume, bring provocative new theoretical perspectives grounded in cross-cultural ethnographic realities to the study of media.






· Learning to Look: A Handbook for the Visual Arts




Taylor, Joshua Charles. Learning to look. A handbook for the visual arts. Prepared with the humanities staff of the College at the University of Chicago. [With illustrations.]. Chicago: University of Chicago Press, 1982. Print.




Taylor's thoughtful discussion of pure forms and our responses to them gives the reader a few useful starting points for looking at art that does not reproduce nature and for understanding the distance between contemporary figurative art and reality.










· Visual Conflicts: On the Formation of Political Memory in the History of Art and Visual Cultures


Fox, Paul. Visual conflicts: on the formation of political memory in the history of art and visual cultures. Newcastle upon Tyne: Cambridge Scholars Publishing, 2011. Print.






This collection of essays explores ways in which visual cultures have engaged with armed conflict and politically-motivated acts of violence of all types. It works out of analytical frameworks developed in the fields of Art History and Visual Culture in order to address the politics of representing conflict within and beyond these disciplines. The contributors seek to extend perceived well-established academic approaches to thinking about visual production in the context of war, conflict, and militarism through a study of various themes, including historiography, subjectivity, biography, narrative construction, commemoration, identity, and memory formation. Each author considers how visual representations of conflict shape the meanings of politically significant events, of specific social formations, of subject positions and enacted roles. The volume investigates a set of representational regimes in visual media, including print-making, painting, photography and digital imaging, and the use to which they have been put to generate as well as mediate realities of conflict.






· Digital Visual Culture: Theory and Practice


Kafel, Anna, Trish Cashen, and Hazel Gardiner. Digital visual culture theory and practice. Bristol, U.K.: Intellect, 2009. Print.








Art practitioners and scholars continue to explore what technology has to offer and practice-based research is redefining their disciplines. What happens when an artist experiments with bio-scientific data and discovers something the scientists failed to notice? How do virtual telematic environments affect our relationship with the object and our understanding of identity and presence? Interactive engagement with the creative process takes precedence over the finite piece thus affecting the roles of the artist and the viewer.




The experience of arts computing in the last decades provides a sound basis for theorising this practice. Since its inception in 1985, CHArt – Computers and the History of Art – has been at the forefront of international debate on digital art practice, curation and scholarship. The ten papers included in this volume, the third CHArt Yearbook published by Intellect, are drawn from recent CHArt conferences. The authors seek to articulate methodological and theoretical perspectives on digital media, including communication and preservation of digital artworks. These issues are pertinent to contemporary visual culture and may help deepen its understanding.










· Art Practice in a Digital Culture (Digital Research in the Arts and Humanities)


Gardiner, Hazel. Art practice in a digital culture. Aldershot: Ashgate, 2010. print






Much as art history is in the process of being transformed by new information communication technologies, often in ways that are either disavowed or resisted, art practice is also being changed by those same technologies. One of the most obvious symptoms of this change is the increasing numbers of artists working in universities, and having their work facilitated and supported by the funding and infrastructural resources that such institutions offer. This new paradigm of art as research is likely to have a profound effect on how we understand the role of the artist and of art practice in society. In this unique book, artists, art historians, art theorists and curators of new media reflect on the idea of art as research and how it has changed practice. Intrinsic to the volume is an investigation of the advances in creative practice made possible via artists engaging directly with technology or via collaborative partnerships between practitioners and technological experts, ranging through a broad spectrum of advanced methods from robotics through rapid prototyping to the biological sciences.






· Practices of Looking: An Introduction to Visual Culture


Sturken, Marita, and Lisa Cartwright. Practices of looking: an introduction to visual culture. Oxford ; New York: Oxford University Press, 2001. print


The book explores the ways we use and understand images. Truly interdisciplinary, this comprehensive and engaging introduction can be used in courses across a range of disciplines including media and film studies, communications, art history, and photography. Marita Sturken and Lisa Cartwright examine the diverse range of recent approaches to visual analysis and lead students through key theories on visual culture, providing explanations of the fundamentals of these theories and presenting visual examples of how they function. Using over 175 illustrations, they examine how images--paintings, prints, photographs, film, television, video, advertisements, news images, the Internet, digital images, and images from science--gain meaning in different cultural arenas, from art and commerce to science and the law. They also consider how these images travel globally and in distinct cultures; how they are an integral and important aspect of our lives. The images are analyzed in relation to a range of cultural and representational issues (desire, power, the gaze, bodies, sexuality, ethnicity) and methodologies (semiotics, marxism, psychoanalysis, feminism, postcolonial theory). Central topics such as ideology, the concept of the spectator, the role of reproduction in visual culture, the mass media and the public sphere, consumer culture, and postmodernism are explained in depth.






· Global Visual Cultures: An Anthology


Kocur, Zoya. Global visual cultures: an anthology. Chichester, West Sussex: Wiley-Blackwell, 2011. Print






Provides a new and groundbreaking perspective on the field, and addresses multiple interpretations of the visual, from considerations of the "everyday" to global political contexts.
Expands the theoretical framework for considering visual culture
Brings together a rich selection of readings relevant in a variety of disciplinary and interdisciplinary settings, from critical theory, anthropology and history, to political science, architecture, and ethnic, race and gender studies
Analyzes cultural phenomena in global and local contexts and across a broad geographical and geopolitical terrain
Address multiple interpretations of the visual, from considerations of the "everyday" to global political contexts
Offers ample, useful pedagogy that reveals the multi-faceted nature of visual culture


A collection of works on the current topics in the field of visual culture. Contributing to an expanding theoretical framework for considering visual culture, the volume brings together a selection of readings relevant to a variety of disciplinary and interdisciplinary settings, from critical theory, anthropology, and history, to political science, architecture, and ethnic, race, and gender studies. Revealing the interplay between areas of study in this diverse field, the texts analyze cultural phenomena in global and local contexts and across a broad geographical and geopolitical terrain.


With topics ranging from Michael Jackson to 9/11, from webcams and surveillance to Antarctica and gendered images, the essays selected for inclusion in Global Visual Cultures address multiple interpretations of the visual, from considerations of the "everyday" to global political contexts. This definitive anthology provides a new and groundbreaking perspective on visual culture on a global scale.




· Diaspora and visual culture : representing Africans and Jews


Mirzoeff, Nicholas. Diaspora visual culture: representing Africans and Jews. London: Routledge, 2000.






This book examines the connections between diaspora - the movement, whether forced or voluntary, of a nation or group of people from one homeland to another - and its representations in visual culture. Two foundational articles by Stuart Hall and the painter R.B. Kitaj provide points of departure for an exploration of the meanings of diaspora for cultural identity and artistic practice.








A distinguished group of contributors, who include Alan Sinfield, Irit Rogoff, and Eunice Lipton, address the rich complexity of diasporic cultures and art, but with a focus on the visual culture of the Jewish and African diasporas. Individual articles address the Jewish diaspora and visual culture from the 19th century to the present, and work by African American and Afro-Brazilian artists.












· Handbook of the Arts in Qualitative Research: Perspectives, Methodologies, Examples, and Issues


Knowles, J. Gary, and Ardra L. Cole. Handbook of the arts in qualitative research: perspectives, methodologies, examples, and issues. Los Angeles: Sage Publications, 2008. Print.


This book Represents an unfolding and expanding orientation to qualitative social science research that draws inspiration, concepts, processes, and representational forms from the arts. In this defining work, J. Gary Knowles and Ardra L. Cole bring together the top scholars in qualitative methods to provide a comprehensive overview of the past, present, and future of arts-based research. This book provides an accessible and stimulating collection of theoretical arguments and illustrative examples that delineate the role of the arts in qualitative social science research.






· Handbook of Visual Analysis


Leeuwen, Theo, and Carey Jewitt. Handbook of visual analysis. London: SAGE, 2001. Print


Offers a wide-range of methods for visual analysis: content analysis, historical analysis, structuralist analysis, iconography, psychoanalysis, social semiotic analysis, film analysis and ethnomethodology
Shows how each method can be applied for the purposes of specific research projects
Exemplifies each approach through detailed analyses of a variety of data, including, newspaper images, family photos, drawings, art works and cartoons






· Indigenous Aesthetics: Native Art, Media, and Identity


Leuthold, Steven. Indigenous aesthetics: native art, media, and identity. Austin: University of Texas Press, 1998. Print.




What happens when a Native or indigenous person turns a video camera on his or her own culture? Are the resulting images different from what a Westernized filmmaker would create, and, if so, in what ways? How does the use of a non-Native art-making medium, specifically video or film, affect the aesthetics of the Native culture?


These are some of the questions that underlie this rich study of Native American aesthetics, art, media, and identity. Steven Leuthold opens with a theoretically informed discussion of the core concepts of aesthetics and indigenous culture and then turns to detailed examination of the work of American Indian documentary filmmakers, including George Burdeau and Victor Masayesva, Jr. He shows how Native filmmaking incorporates traditional concepts such as the connection to place, to the sacred, and to the cycles of nature. While these concepts now find expression through Westernized media, they also maintain continuity with earlier aesthetic productions. In this way, Native filmmaking serves to create and preserve a sense of identity for indigenous people.






· Orientalism


Said, Edward William. Orientalism. Repr. with a new preface. ed. London [u.a.: Penguin Books, 2003. Print


"The theme is the way in which intellectual traditions are created and trans-mitted... Orientalism is the example Mr. Said uses, and by it he means something precise. The scholar who studies the Orient (and specifically the Muslim Orient), the imaginative writer who takes it as his subject, and the institutions which have been concerned with teaching it, settling it, ruling it, all have a certain representation or idea of the Orient defined as being other than the Occident, mysterious, unchanging and ultimately inferior." --Albert Hourani, New York Review of Books




· Culture and Imperialism


Said, Edward W.. Culture and imperialism. New York: Knopf :, 1993. print


Edward Said makes one of the strongest cases ever for the aphorism, "the pen is mightier than the sword." This is a brilliant work of literary criticism that essentially becomes political science. Culture and Imperialism demonstrates that Western imperialism's most effective tools for dominating other cultures have been literary in nature as much as political and economic. He traces the themes of 19th- and 20th-century Western fiction and contemporary mass media as weapons of conquest and also brilliantly analyzes the rise of oppositional indigenous voices in the literatures of the "colonies." Said would argue that it's no mere coincidence that it was a Victorian Englishman, Edward G. Bulwer-Lytton, who coined the phrase "the pen is mightier . . ." Very highly recommended for anyone who wants to understand how cultures are dominated by words, as well as how cultures can be liberated by resuscitating old voices or creating new voices for new times.






· The Right to Look: A Counter history of Visuality


Mirzoeff, Nicholas. The right to look: a counterhistory of visuality. Durham, NC: Duke University Press, 2011. print


In The Right to Look, Nicholas Mirzoeff develops a comparative de-colonial framework for visual culture studies, a field that he has helped to create and shape. Casting modernity as an ongoing contest between visuality and counter-visuality, or "the right to look," he explains how visuality sutures authority to power and renders the association natural. An early-nineteenth-century concept, meaning the visualization of history, visuality has been central to the legitimization of Western hegemony. Mirzoeff identifies three "complexes of visuality," plantation slavery, imperialism, and the present-day military-industrial complex. He describes how, within each of these, power is made to seem self-evident through techniques of classification, separation, and aestheticization. At the same time, he shows how each complex of visuality has been counteredoby the enslaved, the colonized, and opponents of war, all of whom assert autonomy from authority by claiming the right to look. Encompassing the Caribbean plantation and the Haitian revolution, anti-colonialism in the South Pacific, anti-fascism in Italy and Algeria, and the contemporary global counterinsurgency, The Right to Look is a work of astonishing geographic, temporal, and conceptual reach.






· The Gender/Sexuality Reader: Culture, History, Political Economy


Lancaster, Roger N., and Micaela Leonardo. The gender/sexuality reader: culture, history, political economy. New York: Routledge, 1997. Print.
The Gender/Sexuality Reader is a sophisticated survey which contextualizes gender and sexuality in a matrix of varied racial formations, nationalisms, colonialisms, imperialisms and movements for social change. Contributors include: Lila Abu-Lughod, Janice Boddy, Susan Bordo, Judith Butler, Jane Collier, Jane L. Collins, Teresa de Lauretis, Janadas Devan, Micaela di Leonardo, John D'Emilio, Ann Fausto-Sterling, Susan Gal, David F. Greenberg, Matthew Gutman, Jacalyn D. Harden, Lori L. Heise, Geraldine Heng, Darlene Clark Hine, Evelyn Fox Keller, Roger Lancaster, Thomas Laqueur, Catherine A. Lutz, Emily Martin, Richard Parker, Cindy Patton, Rosalind Petchesky, Elizabeth A. Povinelli, Rayna Rapp, Michelle Rosaldo, Ellen Ross, Lousia Schein, Nancy Scheper-Hughes, Amartya Sen, Elizabeth Sheehan, Siobhan Somerville, Susan Sperling, Judith Stacey, Arlene Stein, Ann Stoler, Carole S. Vance, Sylvia Yanagisako, and Patricia Zavella.






· Arab & Arab American feminisms: gender, violence, & belonging


Abdulhadi, Rabab, Evelyn Alsultany, and Nadine Christine Naber. Arab & Arab American feminisms: gender, violence, & belonging. Syracuse, N.Y.: Syracuse University Press, 2011. Print.


this is a collection of articles that reflects on the state of Arab American women. it is so informative. it explains every aspect related to the lives of Arab American women. it even connects the idea of their oppression and their struggle to the struggle of African American women. it also explain the similarities and differences between Arab feminism and Arab American feminisms. it is an excellent, thorough reference that the writers took a lot of pain to write.






2. On Art Direction and stereotypes:




· Art Direction Explained, At Last!


Heller, Steven, and VĂ©ronique Vienne. Art direction explained, at last!. London: Laurence King, 2009.




This book is a highly informative, highly entertaining introduction to what art direction is and what art directors do. Written by two of the world's leading experts on the subject, it covers the role of art director in numerous environments, including magazines and newspapers, advertising, corporate identity, museums, and publishing. It also provides an insight into what makes a successful art director, what an art director actually does all day, what makes things go right, and what makes things go wrong.




Alongside perspectives on typography, illustration, and photography, there are case studies of successful art direction in different spheres, from McSweeney's to Vier5's web design. The authors have also invited pre-eminent international art directors to interpret their roles in special sections of the book that they have art directed themselves. The result is an impressive, enlightening, and often very funny diversity of perspectives and approaches.










· The Art Direction Handbook for Film


Rizzo, Michael. The art direction handbook for film. Amsterdam: Focal Press, 2005.


Whether you'd like to be an art director or already are one, this book contains valuable solutions that will help you get ahead. This comprehensive, thorough professional manual details the set-up of the art department and the day-to-day job duties: scouting for locations, research, executing the design concept, constructing scenery, and surviving production. You will not only learn how to do the job, but how to succeed and secure future jobs. Rounding out the text is an extensive collection of useful forms and checklists, along with interviews with prominent art directors, relevant real-life anecdotes, and blueprints, sketches, photographs, and stills from Hollywood sets.




*Thorough, practical, on-the-job manual for art directors for film containing anecdotes, interviews, and illustrations from actual sets
*Written by the art director of films such as Vanilla Sky, JFK, and My Cousin Vinny
*Includes valuable career advice from an insider










· What an Art Director Does: An Introduction to Motion Picture Production Design


Preston, Ward. What an art director does: an introduction to motion picture production design. Los Angeles: Silman-James Press ;, 1994


this book lays out the procedure and the challenges in becoming a motion
picture art director or a production designer. While
covering the "nuts and bolts" of the work, the messages are
often driven home by war stories from the author's own
experiences in the business.








· The Education of an Art Director


Heller, Steven. The Education of an Art Director. New York, USA: Allworth Press, 2006. Print.


This book gives the history of the profession, how it has evolved and how it has been practiced lately. There are interviews with various art directors who talk about how they define the role and how they've come to be a success in it. I do wish it was a little more up-to-date with the examples shown, and even more images would really help further comprehension. But the thing is, there is no easy answer to "how to be an art director" ... even so, this book goes a long way to helping you understand what the role is capable of and what it involves.






· Understanding Comics: The Invisible Art


MacCloud, Scott. Understanding comics [the invisible art. 1. Harper perennial ed. New York: Harper Collins, 1994. Print.


McCloud has a deep understanding of art and society and people, and a completely lucid presentation.


There are useful new ways of thinking about comics here (his comparisons of American and Japanese comics, his theories of panel transitions and why comic characters are sometimes drawn more simply than the backgrounds, his comments on the psychological impact of color), and ways of thinking about art and design in general. And he makes masterly use of the comic medium itself to present the material in a way that never drags or confuses.






· Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels


McCloud, Scott. Making comics: storytelling secrets of comics, manga and graphic novels. New York [etc.: Harper, 2006. Print.


Scott McCloud tore down the wall between high and low culture in 1993 with Understanding Comics, a massive comic book about comics, linking the medium to such diverse fields as media theory, movie criticism, and web design. In Reinventing Comics, McCloud took this to the next level, charting twelve different revolutions in how comics are generated, read, and perceived today. Now, in Making Comics, McCloud focuses his analysis on the art form itself, exploring the creation of comics, from the broadest principles to the sharpest details (like how to accentuate a character's facial muscles in order to form the emotion of disgust rather than the emotion of surprise.) And he does all of it in his inimitable voice and through his cartoon stand–in narrator, mixing dry humor and legitimate instruction. McCloud shows his reader how to master the human condition through word and image in a brilliantly minimalistic way. Comic book devotees as well as the most uninitiated will marvel at this journey into a once–underappreciated art form.


· Gender, Race, and Class in Media


Dines, Gail, and Jean McMahon Humez. Gender, race, and class in media: a critical reader. 3rd ed. Thousand Oaks, Calif.: SAGE Publications, 2011. Print.


Incisive analyses of mass media – including such forms as talk shows, MTV, the Internet, soap operas, television sitcoms, dramatic series, pornography, and advertising-enable this provocative new edition of Gender, Race and Class in Media to engage students in critical mass media scholarship. Issues of power related to gender, race, and class are integrated into a wide range of articles examining the economic and cultural implications of mass media as institutions, including the political economy of media production, textual analysis, and media consumption.






· Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels


Bancroft, Tony. Creating characters with personality: for film, TV, animation, video games, and graphic novels. New York: Watson-Guptill ;, 2006. Print.


From Snow White to Shrek, from Fred Flintstone to SpongeBob SquarePants, the design of a character conveys personality before a single word of dialogue is spoken. Designing Characters with Personality shows artists how to create a distinctive character, then place that character in context within a script, establish hierarchy, and maximize the impact of pose and expression. Practical exercises help readers put everything together to make their new characters sparkle. Lessons from the author, who designed the dragon Mushu (voiced by Eddie Murphy) in Disney's Mulan—plus big-name experts in film, TV, video games, and graphic novels—make a complex subject accessible to every artist.














3. On Video Game Art and Education:






· Games of Empire: Global Capitalism and Video Games


Witheford, Nick, and Greig Peuter. Games of empire global capitalism and video games. Minneapolis: University of Minnesota Press, 2009. Print.


In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.


Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.


It forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.


Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.




· Don't Bother Me Mom--I'm Learning!


Prensky, Marc. "Don't bother me Mom, I'm learning!": how computer and video games are preparing your kids for twenty-first century success and how you can help!. 1. ed. St. Paul, Minn.: Paragon House, 2006. Print.


Prensky debunks the accepted wisdom that video games are harmful to children. Instead, he contends that games can teach a multitude of skills, including problem solving, language and cognitive skills, strategic thinking, multitasking, and parallel processing. He cites research showing the benefits of games in teaching skills children will need in a twenty-first-century economy, pointing to the military use of games to teach strategy, laproscopic surgeons who play games as a "warm-up" before surgery, and entrepreneurs who played games growing up. Better yet, Prensky details positive attributes of popular games, including the controversial Grand Theft Auto, and addresses parent concerns about children becoming addicted, socially isolated, or developing aggression because of games. He offers recommendations for particularly beneficial games as well as Web sites to advance parent learning, and provides sound advice on bridging the gap between what he calls the young digital natives and the older digital immigrants. Parents and teachers will appreciate--and enjoy--this enlightening look at video and computer games. Vanessa Bush.






· Games: Purpose and Potential in Education


Miller, Christopher. Games: Purpose and Potential in Education. Berlin: Springer, 2008. Print.


The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.


· What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition


Gee, James Paul. What video games have to teach us about learning and literacy. Rev. and updated ed. Basingstoke: Palgrave Macmillan, 2008.


James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.


· Reinventing Comics: How Imagination and Technology Are Revolutionizing an Art Form


MacCloud, Scott. Reinventing comics: how imagination and technology are revolutionizing an art form. 4. Aufl. ed. New York: HarperCollins, 2006. Print.


McCloud uses his impressive insight and admirable clarity to map out "12 revolutions," which, he believes, need to take place for comics to survive and finally be recognized as a legitimate art form. The topics progress from the oldest of comic-related arguments (seeking respect) to the use of computer technology to renew and expand its audience. These brilliantly presented discussions concern comics as literature, comics as art, creators' rights, industry innovation, and public perception, among other topics. McCloud's arguments are strong, factual (he recaps the evolution of the comics industry and the Internet to support his theories), and persuasive.


· The Ethics of Emerging Media: Information, Social Norms, and New Media Technology


Drushel, Bruce E., and Kathleen German. Ethics of Emerging Media Information, Social Norms, and New Media Technology.. London: Continuum International Pub. Group, 2011. Print.


engages with enduring ethical questions while addressing critical questions concerning ethical boundaries at the forefront of new media development. This collection provides a rare opportunity to ask how emerging media affect the ethical choices in our lives and the lives of people across the globe.


Centering on different new media forms from eBay to Wikipedia, each chapter raises questions about how changing media formats affect current theoretical understanding of ethics. By interrogating traditional ethical theory, we can better understand the challenges to ethical decision making in an age of rapidly evolving media. Each chapter focuses on a specific case within the broader conceptual fabric of ethical theory. The case studies ground the discussion of ethics in practical applications while, at the same time, addressing moral dilemmas that have plagued us for generations. The specific applications will undoubtedly continue to unfold, but the ethical questions will endure.


· Creating the Art of the Game


Omernick, Matthew. Creating the art of the game. Indianapolis, Ind.: New Riders, 2004. Print.


The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In addition to learning the ropes of game art, you'll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you'll find a wealth of information that you can continue to come back to time and time again.


· The Art of the Video Game


Jenisch, Josh. The art of the video game. Philadelphia, PA: Quirk Books ;, 2008. Print.


This book celebrates the new visual medium—complete with stunning digital artwork from the biggest design studios and game publishers in the business, including Electronic Arts, Activision, Sega, Sony, Midway, Eidos, and Konami. Every page features gorgeously rendered images (plus never-before-published sketches, models, and works-in-progress) from dozens of beloved games—everything from old school favorites like Tomb Raider and Sonic the Hedgehog to contemporary hits like Beautiful Katamari, Call of Duty, Half-Life 2, Kane & Lynch, and more. Along the way, readers will discover the history of video game art and an exciting glimpse of its future. Full of exclusive interviews and images, The Art of the Video Game is a must-have gift for gamers of all ages.






· The Art of the Video Game


Tavinor, Grant. The art of videogames. Malden, MA: Wiley-Blackwell, 2009. Print.


The Art of Videogames explores how philosophy of the arts theories developed to address traditional art works can also be applied to videogames.


Presents a unique philosophical approach to the art of videogaming, situating videogames in the framework of analytic philosophy of the arts


Explores how philosophical theories developed to address traditional art works can also be applied to videogames


Written for a broad audience of both philosophers and videogame enthusiasts by a philosopher who is also an avid gamer


Discusses the relationship between games and earlier artistic and entertainment media, how videogames allow for interactive fiction, the role of game narrative, and the moral status of violent events depicted in videogame worlds


Argues that videogames do indeed qualify as a new and exciting form of representational art

Notes: The Art of the Video Game

   Tavinor, Grant. The art of videogames. Malden, MA: Wiley-Blackwell, 2009. Print.




 Tavinor in the 1st paragraph of his book admits to the secret guilt of taking pleasure in comitting acts of genocid and sociopathic behavior. along with acts of violence against animals and human beings, all within the game experience. He mentions that surely other gamers must have the same feeling of guilt. from there, he moves to discuss the amazing visuals of the video games in our current times in comparison with the age of pixalated games of the older times.
He refers to video games as the new "cultural form" and highlights the thrill of the "first time game experience" that has no substitute as he moves to discuss the "artistic high-points of  recent gaming".


A philosophical exploration of the art of video games is overdue. In the space of little more than forty years video games have developed from rudimentary artifacts designed to exploit the entertainment capabilities of newly invented computers , into a new and sophisticated form of popular art. Tavinor P.1

For many people, I suspect the image of videogames is still one of rather crude digital entertainments: pixalated space invaders moving jerkingly across a screen, yellow discs munching glowing balls, and tiny men climbing ladders and jumping barrels might come to mind. But recent times have seen the technical and artistic sophistication of games grow to an amazing degree. Tavinor P.1


Many Video Games are now simply stunning in their graphical and auditory depictions. "In a manner similar to the development of representational techniques in other art forms, digital artists and craftspeople have explored the artistic potential of the new medium and are now producing results arguably equal to the other representational arts. Tavinor P.1

But what makes "Oblivion" so engrossing in that the fantasy world is presented in an extraordinarily beautiful way and with such a complete freedom that exploring Cyrodil is an engaging , emotional and aesthetic rewarding experience. Tavinor P.2  

"Oblivion" sets both of these features-the linearity of the dungeon adventure, and the dismal appearance of the dungeon itself- in an abrupt juxtaposition with an open, unconstrained , and strikingly beautiful environment. Suddenly the player is in open air, confronted with a wonderfully rendered pastoral scene including misty green hills, rippling water, and an exciting ancient ruin on a nearby shore. Tavinor P.2 


Travinor talks about the excitement mixed with bewilderment that he experiences as a player in an "open environment" sand box game. "what should i do? Exactly what would I do? Was the game environment really as big as it looked? (it was). All of those are questions that players are set by the game creators to ask. as the game play itself in that type of games that takes hundreds of hours of game-play:"only over time did i answer these questions through exploring the world and its potential for adventure". Tavinor P.3














































Visual Component Brief



This thesis visual component production will focus on illustrating the importance of the use of positive stereotyping in game art.
To achieve that, first I will attempt through surveys and questionnaires to quantify the traits and aspects of the visual elements that convey cultural stereotypes; positive and negative.
I will then develop Assets and character designs according to the positive stereotypes traits hopefully found.
There is the possibility of dressing a scene in UDK or Maya in order to have a 3D mock-up.

Thesis Abstract



The game industry has been relying on the use of stereotypes in mass media production and marketing almost since its inception. Of its many types; racial and cultural stereotypes are amongst the ones to be noted.
It has been established that the use of stereotypes supports the marketing of games, and even more so the immersive experience of a player as they are able to rapidly relate to the characters. However, is has been also established that a negative stereotype would have a negative effect on a player’s self-worth. This effect extends onto their immersive experience as they become unable to relate to the game’s environment and playable characters.
With a growing integration between realistic graphics and interactive media, video games are becoming one of the most popular and influential of its forms. Game play, ethics and values have become topics to be addressed within the gaming experience. As the art direction of a concept design continues to determine a game look and experience, it also presents more than beautiful aesthetics. Creating stunning graphics has been lately subject to explicit scrutiny and evaluation as the player hopes to be presented with more. As aesthetics need to become useful, it also has to aim for universality.
Thus art direction within our modern day most influential story telling medium demands to be addressed with better awareness and regards from its creators.
This thesis illustrates a formal approach to the use of racial and cultural stereotypes in game art within a positive creative format.  

Final Thesis Statement





The game industry has been relying on the use of stereotyping in mass media production and marketing almost since its inception. With a growing integration between realistic graphics and interactive media, art directors have a responsibility to use positive racial and cultural stereotypes in game art. This thesis illustrates a formal approach to using stereotypes in a positive format. 

Thesis Outline



Thesis Outline

I.                   Abstract

II.                Introduction

III.             Body

A.                 An argument for Video Games as the most influential story telling medium of Interactive Media

1.                   Interactive (Passive verses Active Media)

2.                   Immersion (Visual/ Audio/Narrative)

B.                 Stereotypes

1.                   What is Stereotyping

2.                   Cultural Stereotypes

3.                   Racial Stereotypes

4.                  Positive and Negative Stereotypes (Examples)

C.                  On Art Direction

D.                 Visual Component


IV.              Conclusion

V.                 Tables and Figures

VI.              Bibliography

Saturday, July 14, 2012

BiB Add-ons


  • Typecasting: On the Arts and Sciences of Human Inequality 

Ewen, Elizabeth, and Stuart Ewen. Typecasting: on the arts and sciences of human inequality, a history of dominant ideas. Rev. ed. New York [u.a.: Seven Stories Press [u.a.], 2008. Print.


Typecasting chronicles the emergence of the "science of first impression" and reveals how the work of its creators—early social scientists—continues to shape how we see the world and to inform our most fundamental and unconscious judgments of beauty, humanity, and degeneracy. In this groundbreaking exploration of the growth of stereotyping amidst the rise of modern society, authors Ewen & Ewen demonstrate "typecasting" as a persistent cultural practice. Drawing on fields as diverse as history, pop culture, racial science, and film, and including over one hundred images, many published here for the first time, the authors present a vivid portrait of stereotyping as it was forged by colonialism, industrialization, mass media, urban life, and the global economy.



  • The Nature of Prejudice: 25th Anniversary Edition

Allport, Gordon W.. The nature of prejudice. Garden City, N.Y.: Doubleday, 1998. Print.
With profound insight into the complexities of the human experience, Harvard psychologist Gordon Allport organized a mass of research to produce a landmark study on the roots and nature of prejudice. First published in 1954, The Nature of Prejudice remains the standard work on discrimination. Now this classic study is offered in a special unabridged edition with a new introduction by Kenneth Clark of Columbia University and a new preface by Thomas Pettigrew of Harvard University.Allport’s comprehensive and penetrating work examines all aspects of this age-old problem: its roots in individual and social psychology, its varieties of expression, its impact on the individuals and communities. He explores all kinds of prejudice-racial, religious, ethnic, economic and sexual-and offers suggestions for reducing the devastating effects of discrimination.The additional material by Clark and Pettigrew updates the social-psychological research in prejudice and attests to the enduring values of Allport’s original theories and insights.
  •  On The Nature of Prejudice: Fifty Years After Allport

Dovidio, Jack. On the Nature of Prejudice Fifty Years After Allport.. Oxford: John Wiley & Sons, 2007. Print.

On the Nature of Prejudice commemorates the fiftieth anniversary of the publication of Gordon Allport's classic work on prejudice and discrimination by examining the current state of knowledge in the field. A distinguished collection of international scholars considers Allport's impact on the field, reviews recent developments, and identifies promising directions for future investigation. Organized around Allport's central themes, this book provides a state-of-the-art, comprehensive view of where the field has been, where it is now, and where it is going.

Wednesday, July 11, 2012

BiB


1.      On Art and Cultural stereotypes:

·        Rethinking Visual Anthropology
Banks, Marcus, and Howard Morphy. Rethinking visual anthropology. New Haven: Yale University Press, 1997. Print.
This book shows that the scope of visual anthropology is far broader, encompassing the analysis of still photography, television, electronic representation, art, ritual, and material culture. Because anthropology involves the representation of one culture or segment of society to another, say the authors, an understanding of the nature of representational processes across cultures is essential.
This book brings together essays by leading anthropologists that cover an entire range of visual representation, from Balinese television to computer software manuals. Contributors discuss the anthropology of art, the study of landscape, the anthropology of ritual, the anthropology of media and communication, the history of anthropology, and art practice and production. Also included are a wide-ranging introduction and a concluding overview.

·        Media Worlds: Anthropology on New Terrain
Ginsburg, Faye D., Lila Lughod, and Brian Larkin. Media worlds: anthropology on new terrain. Berkeley: University of California Press, 2002. Print.
This book showcases the exciting work emerging from the ethnography of media, a burgeoning new area in anthropology that expands both social theory and ethnographic fieldwork to examine the way media--film, television, video--are used in societies around the globe, often in places that have been off the map of conventional media studies. The contributors, key figures in this new field, cover topics ranging from indigenous media projects around the world to the unexpected effects of state control of media to the local impact of film and television as they travel transnationally. Their essays, mostly new work produced for this volume, bring provocative new theoretical perspectives grounded in cross-cultural ethnographic realities to the study of media.

·        Learning to Look: A Handbook for the Visual Arts
Taylor, Joshua Charles. Learning to look. A handbook for the visual arts. Prepared with the humanities staff of the College at the University of Chicago. [With illustrations.]. Chicago: University of Chicago Press, 1982. Print.

Taylor's thoughtful discussion of pure forms and our responses to them gives the reader a few useful starting points for looking at art that does not reproduce nature and for understanding the distance between contemporary figurative art and reality.

·        Visual Conflicts: On the Formation of Political Memory in the History of Art and Visual Cultures
Fox, Paul. Visual conflicts: on the formation of political memory in the history of art and visual cultures. Newcastle upon Tyne: Cambridge Scholars Publishing, 2011.

This collection of essays explores ways in which visual cultures have engaged with armed conflict and politically-motivated acts of violence of all types. It works out of analytical frameworks developed in the fields of Art History and Visual Culture in order to address the politics of representing conflict within and beyond these disciplines. The contributors seek to extend perceived well-established academic approaches to thinking about visual production in the context of war, conflict, and militarism through a study of various themes, including historiography, subjectivity, biography, narrative construction, commemoration, identity, and memory formation. Each author considers how visual representations of conflict shape the meanings of politically significant events, of specific social formations, of subject positions and enacted roles. The volume investigates a set of representational regimes in visual media, including print-making, painting, photography and digital imaging, and the use to which they have been put to generate as well as mediate realities of conflict.

·        Digital Visual Culture: Theory and Practice
Kafel, Anna, Trish Cashen, and Hazel Gardiner. Digital visual culture theory and practice. Bristol, U.K.: Intellect, 2009

Art practitioners and scholars continue to explore what technology has to offer and practice-based research is redefining their disciplines. What happens when an artist experiments with bio-scientific data and discovers something the scientists failed to notice? How do virtual telematic environments affect our relationship with the object and our understanding of identity and presence? Interactive engagement with the creative process takes precedence over the finite piece thus affecting the roles of the artist and the viewer.

The experience of arts computing in the last decades provides a sound basis for theorising this practice. Since its inception in 1985, CHArt – Computers and the History of Art – has been at the forefront of international debate on digital art practice, curation and scholarship. The ten papers included in this volume, the third CHArt Yearbook published by Intellect, are drawn from recent CHArt conferences. The authors seek to articulate methodological and theoretical perspectives on digital media, including communication and preservation of digital artworks. These issues are pertinent to contemporary visual culture and may help deepen its understanding.

·        Art Practice in a Digital Culture (Digital Research in the Arts and Humanities)
Gardiner, Hazel. Art practice in a digital culture. Aldershot: Ashgate, 2010.

Much as art history is in the process of being transformed by new information communication technologies, often in ways that are either disavowed or resisted, art practice is also being changed by those same technologies. One of the most obvious symptoms of this change is the increasing numbers of artists working in universities, and having their work facilitated and supported by the funding and infrastructural resources that such institutions offer. This new paradigm of art as research is likely to have a profound effect on how we understand the role of the artist and of art practice in society. In this unique book, artists, art historians, art theorists and curators of new media reflect on the idea of art as research and how it has changed practice. Intrinsic to the volume is an investigation of the advances in creative practice made possible via artists engaging directly with technology or via collaborative partnerships between practitioners and technological experts, ranging through a broad spectrum of advanced methods from robotics through rapid prototyping to the biological sciences.

·        Practices of Looking: An Introduction to Visual Culture
Sturken, Marita, and Lisa Cartwright. Practices of looking: an introduction to visual culture. Oxford ; New York: Oxford University Press, 2001.
The book explores the ways we use and understand images. Truly interdisciplinary, this comprehensive and engaging introduction can be used in courses across a range of disciplines including media and film studies, communications, art history, and photography. Marita Sturken and Lisa Cartwright examine the diverse range of recent approaches to visual analysis and lead students through key theories on visual culture, providing explanations of the fundamentals of these theories and presenting visual examples of how they function. Using over 175 illustrations, they examine how images--paintings, prints, photographs, film, television, video, advertisements, news images, the Internet, digital images, and images from science--gain meaning in different cultural arenas, from art and commerce to science and the law. They also consider how these images travel globally and in distinct cultures; how they are an integral and important aspect of our lives. The images are analyzed in relation to a range of cultural and representational issues (desire, power, the gaze, bodies, sexuality, ethnicity) and methodologies (semiotics, marxism, psychoanalysis, feminism, postcolonial theory). Central topics such as ideology, the concept of the spectator, the role of reproduction in visual culture, the mass media and the public sphere, consumer culture, and postmodernism are explained in depth.

·        Global Visual Cultures: An Anthology
Kocur, Zoya. Global visual cultures: an anthology. Chichester, West Sussex: Wiley-Blackwell, 2011

Provides a new and groundbreaking perspective on the field, and addresses multiple interpretations of the visual, from considerations of the "everyday" to global political contexts. 
  • Expands the theoretical framework for considering visual culture
  • Brings together a rich selection of readings relevant in a variety of disciplinary and interdisciplinary settings, from critical theory, anthropology and history, to political science, architecture, and ethnic, race and gender studies
  • Analyzes cultural phenomena in global and local contexts and across a broad geographical and geopolitical terrain
  • Address multiple interpretations of the visual, from considerations of the "everyday" to global political contexts
  • Offers ample, useful pedagogy that reveals the multi-faceted nature of visual culture
A collection of works on the current topics in the field of visual culture. Contributing to an expanding theoretical framework for considering visual culture, the volume brings together a selection of readings relevant to a variety of disciplinary and interdisciplinary settings, from critical theory, anthropology, and history, to political science, architecture, and ethnic, race, and gender studies. Revealing the interplay between areas of study in this diverse field, the texts analyze cultural phenomena in global and local contexts and across a broad geographical and geopolitical terrain.
With topics ranging from Michael Jackson to 9/11, from webcams and surveillance to Antarctica and gendered images, the essays selected for inclusion in Global Visual Cultures address multiple interpretations of the visual, from considerations of the "everyday" to global political contexts. This definitive anthology provides a new and groundbreaking perspective on visual culture on a global scale.
·        Diaspora and visual culture : representing Africans and Jews

Mirzoeff, Nicholas. Diaspora visual culture: representing Africans and Jews. London: Routledge, 2000.

This book examines the connections between diaspora - the movement, whether forced or voluntary, of a nation or group of people from one homeland to another - and its representations in visual culture. Two foundational articles by Stuart Hall and the painter R.B. Kitaj provide points of departure for an exploration of the meanings of diaspora for cultural identity and artistic practice.

A distinguished group of contributors, who include Alan Sinfield, Irit Rogoff, and Eunice Lipton, address the rich complexity of diasporic cultures and art, but with a focus on the visual culture of the Jewish and African diasporas. Individual articles address the Jewish diaspora and visual culture from the 19th century to the present, and work by African American and Afro-Brazilian artists.


·        Handbook of the Arts in Qualitative Research: Perspectives, Methodologies, Examples, and Issues
Knowles, J. Gary, and Ardra L. Cole. Handbook of the arts in qualitative research: perspectives, methodologies, examples, and issues. Los Angeles: Sage Publications, 2008.
This book Represents an unfolding and expanding orientation to qualitative social science research that draws inspiration, concepts, processes, and representational forms from the arts. In this defining work, J. Gary Knowles and Ardra L. Cole bring together the top scholars in qualitative methods to provide a comprehensive overview of the past, present, and future of arts-based research. This book provides an accessible and stimulating collection of theoretical arguments and illustrative examples that delineate the role of the arts in qualitative social science research.

·        Handbook of Visual Analysis
Leeuwen, Theo, and Carey Jewitt. Handbook of visual analysis. London: SAGE, 2001

  • Offers a wide-range of methods for visual analysis: content analysis, historical analysis, structuralist analysis, iconography, psychoanalysis, social semiotic analysis, film analysis and ethnomethodology
  • Shows how each method can be applied for the purposes of specific research projects
  • Exemplifies each approach through detailed analyses of a variety of data, including, newspaper images, family photos, drawings, art works and cartoons

·        Indigenous Aesthetics: Native Art, Media, and Identity

Leuthold, Steven. Indigenous aesthetics: native art, media, and identity. Austin: University of Texas Press, 1998

What happens when a Native or indigenous person turns a video camera on his or her own culture? Are the resulting images different from what a Westernized filmmaker would create, and, if so, in what ways? How does the use of a non-Native art-making medium, specifically video or film, affect the aesthetics of the Native culture?
These are some of the questions that underlie this rich study of Native American aesthetics, art, media, and identity. Steven Leuthold opens with a theoretically informed discussion of the core concepts of aesthetics and indigenous culture and then turns to detailed examination of the work of American Indian documentary filmmakers, including George Burdeau and Victor Masayesva, Jr. He shows how Native filmmaking incorporates traditional concepts such as the connection to place, to the sacred, and to the cycles of nature. While these concepts now find expression through Westernized media, they also maintain continuity with earlier aesthetic productions. In this way, Native filmmaking serves to create and preserve a sense of identity for indigenous people.

·        Orientalism
Said, Edward William. Orientalism. Repr. with a new preface. ed. London [u.a.: Penguin Books, 2003
"The theme is the way in which intellectual traditions are created and trans-mitted... Orientalism is the example Mr. Said uses, and by it he means something precise. The scholar who studies the Orient (and specifically the Muslim Orient), the imaginative writer who takes it as his subject, and the institutions which have been concerned with teaching it, settling it, ruling it, all have a certain representation or idea of the Orient defined as being other than the Occident, mysterious, unchanging and ultimately inferior." --Albert Hourani, New York Review of Books
·        Culture and Imperialism
Said, Edward W.. Culture and imperialism. New York: Knopf :, 1993.
Edward Said makes one of the strongest cases ever for the aphorism, "the pen is mightier than the sword." This is a brilliant work of literary criticism that essentially becomes political science. Culture and Imperialism demonstrates that Western imperialism's most effective tools for dominating other cultures have been literary in nature as much as political and economic. He traces the themes of 19th- and 20th-century Western fiction and contemporary mass media as weapons of conquest and also brilliantly analyzes the rise of oppositional indigenous voices in the literatures of the "colonies." Said would argue that it's no mere coincidence that it was a Victorian Englishman, Edward G. Bulwer-Lytton, who coined the phrase "the pen is mightier . . ." Very highly recommended for anyone who wants to understand how cultures are dominated by words, as well as how cultures can be liberated by resuscitating old voices or creating new voices for new times.

·        The Right to Look: A Counter history of Visuality
Mirzoeff, Nicholas. The right to look: a counterhistory of visuality. Durham, NC: Duke University Press, 2011.
In The Right to Look, Nicholas Mirzoeff develops a comparative de-colonial framework for visual culture studies, a field that he has helped to create and shape. Casting modernity as an ongoing contest between visuality and counter-visuality, or "the right to look," he explains how visuality sutures authority to power and renders the association natural. An early-nineteenth-century concept, meaning the visualization of history, visuality has been central to the legitimization of Western hegemony. Mirzoeff identifies three "complexes of visuality," plantation slavery, imperialism, and the present-day military-industrial complex. He describes how, within each of these, power is made to seem self-evident through techniques of classification, separation, and aestheticization. At the same time, he shows how each complex of visuality has been counteredoby the enslaved, the colonized, and opponents of war, all of whom assert autonomy from authority by claiming the right to look. Encompassing the Caribbean plantation and the Haitian revolution, anti-colonialism in the South Pacific, anti-fascism in Italy and Algeria, and the contemporary global counterinsurgency, The Right to Look is a work of astonishing geographic, temporal, and conceptual reach.

·        The Gender/Sexuality Reader: Culture, History, Political Economy 
The Gender/Sexuality Reader is a sophisticated survey which contextualizes gender and sexuality in a matrix of varied racial formations, nationalisms, colonialisms, imperialisms and movements for social change. Contributors include: Lila Abu-Lughod, Janice Boddy, Susan Bordo, Judith Butler, Jane Collier, Jane L. Collins, Teresa de Lauretis, Janadas Devan, Micaela di Leonardo, John D'Emilio, Ann Fausto-Sterling, Susan Gal, David F. Greenberg, Matthew Gutman, Jacalyn D. Harden, Lori L. Heise, Geraldine Heng, Darlene Clark Hine, Evelyn Fox Keller, Roger Lancaster, Thomas Laqueur, Catherine A. Lutz, Emily Martin, Richard Parker, Cindy Patton, Rosalind Petchesky, Elizabeth A. Povinelli, Rayna Rapp, Michelle Rosaldo, Ellen Ross, Lousia Schein, Nancy Scheper-Hughes, Amartya Sen, Elizabeth Sheehan, Siobhan Somerville, Susan Sperling, Judith Stacey, Arlene Stein, Ann Stoler, Carole S. Vance, Sylvia Yanagisako, and Patricia Zavella.

·        Arab & Arab American feminisms: gender, violence, & belonging
Abdulhadi, Rabab, Evelyn Alsultany, and Nadine Christine Naber. Arab & Arab American feminisms: gender, violence, & belonging. Syracuse, N.Y.: Syracuse University Press, 2011. Print.
this is a collection of articles that reflects on the state of Arab American women. it is so informative. it explains every aspect related to the lives of Arab American women. it even connects the idea of their oppression and their struggle to the struggle of African American women. it also explain the similarities and differences between Arab feminism and Arab American feminisms. it is an excellent, thorough reference that the writers took a lot of pain to write.





2.      On Art Direction and stereotypes:

·        Art Direction Explained, At Last!
Heller, Steven, and Véronique Vienne. Art direction explained, at last!. London: Laurence King, 2009.
This book is a highly informative, highly entertaining introduction to what art direction is and what art directors do. Written by two of the world's leading experts on the subject, it covers the role of art director in numerous environments, including magazines and newspapers, advertising, corporate identity, museums, and publishing. It also provides an insight into what makes a successful art director, what an art director actually does all day, what makes things go right, and what makes things go wrong.

Alongside perspectives on typography, illustration, and photography, there are case studies of successful art direction in different spheres, from McSweeney's to Vier5's web design. The authors have also invited pre-eminent international art directors to interpret their roles in special sections of the book that they have art directed themselves. The result is an impressive, enlightening, and often very funny diversity of perspectives and approaches.

·        The Art Direction Handbook for Film
Rizzo, Michael. The art direction handbook for film. Amsterdam: Focal Press, 2005.
Whether you'd like to be an art director or already are one, this book contains valuable solutions that will help you get ahead. This comprehensive, thorough professional manual details the set-up of the art department and the day-to-day job duties: scouting for locations, research, executing the design concept, constructing scenery, and surviving production. You will not only learn how to do the job, but how to succeed and secure future jobs. Rounding out the text is an extensive collection of useful forms and checklists, along with interviews with prominent art directors, relevant real-life anecdotes, and blueprints, sketches, photographs, and stills from Hollywood sets.

*Thorough, practical, on-the-job manual for art directors for film containing anecdotes, interviews, and illustrations from actual sets
*Written by the art director of films such as Vanilla Sky, JFK, and My Cousin Vinny
*Includes valuable career advice from an insider

·        What an Art Director Does: An Introduction to Motion Picture Production Design
Preston, Ward. What an art director does: an introduction to motion picture production design. Los Angeles: Silman-James Press ;, 1994
this book lays out the procedure and the challenges in becoming a motion
picture art director or a production designer. While
covering the "nuts and bolts" of the work, the messages are
often driven home by war stories from the author's own
experiences in the business.

·        The Education of an Art Director
Heller, Steven. The Education of an Art Director. New York, USA: Allworth Press, 2006. Print.

This book gives the history of the profession, how it has evolved and how it has been practiced lately. There are interviews with various art directors who talk about how they define the role and how they've come to be a success in it. I do wish it was a little more up-to-date with the examples shown, and even more images would really help further comprehension. But the thing is, there is no easy answer to "how to be an art director" ... even so, this book goes a long way to helping you understand what the role is capable of and what it involves.

·        Understanding Comics: The Invisible Art
MacCloud, Scott. Understanding comics [the invisible art. 1. Harper perennial ed. New York: Harper Collins, 1994. Print.

McCloud has a deep understanding of art and society and people, and a completely lucid presentation.
There are useful new ways of thinking about comics here (his comparisons of American and Japanese comics, his theories of panel transitions and why comic characters are sometimes drawn more simply than the backgrounds, his comments on the psychological impact of color), and ways of thinking about art and design in general. And he makes masterly use of the comic medium itself to present the material in a way that never drags or confuses.


·        Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels
McCloud, Scott. Making comics: storytelling secrets of comics, manga and graphic novels. New York [etc.: Harper, 2006. Print.
Scott McCloud tore down the wall between high and low culture in 1993 with Understanding Comics, a massive comic book about comics, linking the medium to such diverse fields as media theory, movie criticism, and web design. In Reinventing Comics, McCloud took this to the next level, charting twelve different revolutions in how comics are generated, read, and perceived today. Now, in Making Comics, McCloud focuses his analysis on the art form itself, exploring the creation of comics, from the broadest principles to the sharpest details (like how to accentuate a character's facial muscles in order to form the emotion of disgust rather than the emotion of surprise.) And he does all of it in his inimitable voice and through his cartoon stand–in narrator, mixing dry humor and legitimate instruction. McCloud shows his reader how to master the human condition through word and image in a brilliantly minimalistic way. Comic book devotees as well as the most uninitiated will marvel at this journey into a once–underappreciated art form.
·        Gender, Race, and Class in Media
Dines, Gail, and Jean McMahon Humez. Gender, race, and class in media: a critical reader. 3rd ed. Thousand Oaks, Calif.: SAGE Publications, 2011. Print.
Incisive analyses of mass media – including such forms as talk shows, MTV, the Internet, soap operas, television sitcoms, dramatic series, pornography, and advertising-enable this provocative new edition of Gender, Race and Class in Media to engage students in critical mass media scholarship. Issues of power related to gender, race, and class are integrated into a wide range of articles examining the economic and cultural implications of mass media as institutions, including the political economy of media production, textual analysis, and media consumption.

·        Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels
Bancroft, Tony. Creating characters with personality: for film, TV, animation, video games, and graphic novels. New York: Watson-Guptill ;, 2006. Print.
From Snow White to Shrek, from Fred Flintstone to SpongeBob SquarePants, the design of a character conveys personality before a single word of dialogue is spoken. Designing Characters with Personality shows artists how to create a distinctive character, then place that character in context within a script, establish hierarchy, and maximize the impact of pose and expression. Practical exercises help readers put everything together to make their new characters sparkle. Lessons from the author, who designed the dragon Mushu (voiced by Eddie Murphy) in Disney's Mulan—plus big-name experts in film, TV, video games, and graphic novels—make a complex subject accessible to every artist.



3.     On Video Game Art  and Education:

·        Games of Empire: Global Capitalism and Video Games
Witheford, Nick, and Greig Peuter. Games of empire global capitalism and video games. Minneapolis: University of Minnesota Press, 2009. Print.
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.
Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.
It forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.
Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
·        Don't Bother Me Mom--I'm Learning!
Prensky, Marc. "Don't bother me Mom, I'm learning!": how computer and video games are preparing your kids for twenty-first century success and how you can help!. 1. ed. St. Paul, Minn.: Paragon House, 2006. Print.
Prensky debunks the accepted wisdom that video games are harmful to children. Instead, he contends that games can teach a multitude of skills, including problem solving, language and cognitive skills, strategic thinking, multitasking, and parallel processing. He cites research showing the benefits of games in teaching skills children will need in a twenty-first-century economy, pointing to the military use of games to teach strategy, laproscopic surgeons who play games as a "warm-up" before surgery, and entrepreneurs who played games growing up. Better yet, Prensky details positive attributes of popular games, including the controversial Grand Theft Auto, and addresses parent concerns about children becoming addicted, socially isolated, or developing aggression because of games. He offers recommendations for particularly beneficial games as well as Web sites to advance parent learning, and provides sound advice on bridging the gap between what he calls the young digital natives and the older digital immigrants. Parents and teachers will appreciate--and enjoy--this enlightening look at video and computer games. Vanessa Bush.
·        Games: Purpose and Potential in Education
Miller, Christopher. Games: Purpose and Potential in Education. Berlin: Springer, 2008. Print.
The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
·        What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition 
Gee, James Paul. What video games have to teach us about learning and literacy. Rev. and updated ed. Basingstoke: Palgrave Macmillan, 2008.
James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.
·        Reinventing Comics: How Imagination and Technology Are Revolutionizing an Art Form
MacCloud, Scott. Reinventing comics: how imagination and technology are revolutionizing an art form. 4. Aufl. ed. New York: HarperCollins, 2006. Print.
McCloud uses his impressive insight and admirable clarity to map out "12 revolutions," which, he believes, need to take place for comics to survive and finally be recognized as a legitimate art form. The topics progress from the oldest of comic-related arguments (seeking respect) to the use of computer technology to renew and expand its audience. These brilliantly presented discussions concern comics as literature, comics as art, creators' rights, industry innovation, and public perception, among other topics. McCloud's arguments are strong, factual (he recaps the evolution of the comics industry and the Internet to support his theories), and persuasive.
·        The Ethics of Emerging Media: Information, Social Norms, and New Media Technology 
Drushel, Bruce E., and Kathleen German. Ethics of Emerging Media Information, Social Norms, and New Media Technology.. London: Continuum International Pub. Group, 2011. Print.
 engages with enduring ethical questions while addressing critical questions concerning ethical boundaries at the forefront of new media development. This collection provides a rare opportunity to ask how emerging media affect the ethical choices in our lives and the lives of people across the globe. 
Centering on different new media forms from eBay to Wikipedia, each chapter raises questions about how changing media formats affect current theoretical understanding of ethics.  By interrogating traditional ethical theory, we can better understand the challenges to ethical decision making in an age of rapidly evolving media.  Each chapter focuses on a specific case within the broader conceptual fabric of ethical theory.  The case studies ground the discussion of ethics in practical applications while, at the same time, addressing moral dilemmas that have plagued us for generations.  The specific applications will undoubtedly continue to unfold, but the ethical questions will endure.             
·        Creating the Art of the Game
Omernick, Matthew. Creating the art of the game. Indianapolis, Ind.: New Riders, 2004. Print.
The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In addition to learning the ropes of game art, you'll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you'll find a wealth of information that you can continue to come back to time and time again.
·        The Art of the Video Game
Jenisch, Josh. The art of the video game. Philadelphia, PA: Quirk Books ;, 2008. Print.
This book celebrates the new visual medium—complete with stunning digital artwork from the biggest design studios and game publishers in the business, including Electronic Arts, Activision, Sega, Sony, Midway, Eidos, and Konami. Every page features gorgeously rendered images (plus never-before-published sketches, models, and works-in-progress) from dozens of beloved games—everything from old school favorites like Tomb Raider and Sonic the Hedgehog to contemporary hits like Beautiful Katamari, Call of Duty, Half-Life 2, Kane & Lynch, and more. Along the way, readers will discover the history of video game art and an exciting glimpse of its future. Full of exclusive interviews and images, The Art of the Video Game is a must-have gift for gamers of all ages.