Graphic Arts and Digital Culture Collection
Books on anime, digital technologies, and popular culture on sale.
INTERDISCIPLINARY SCHOLARSHIP: 40% OFF
Welcome to our hub featuring scholarship on anime, otaku, digital technologies, popular culture, graphic arts, animation, comics, game media, and science fiction, where you can browse teachable podcast offerings and books on sale.
Books featured in this collection are 40% off when you order using promo code MN91000.
Offer expires May 1, 2024.
PODCAST EPISODES:
BROWSE COLLECTION:
- The Flesh of Animation Bodily Sensations in Film and Digital Media Sandra Annett 2024 Spring
- How animation can reconnect us with bodily experiences
- Anime's Knowledge Cultures Geek, Otaku, Zhai Jinying Li 2024 Spring
- Unlocking the technosocial implications of global geek cultures
- The Digital and Its Discontents Aden Evens 2024 Spring
- A groundbreaking critique of the digital world that analyzes its universal technological foundations
- Livestreaming An Aesthetics and Ethics of Technical Encounter EL Putnam 2024 Spring
- An inquiry into how livestreaming can help us meaningfully connect
- What We Teach When We Teach DH Digital Humanities in the Classroom Brian Croxall and Diane K. Jakacki, Editors 2023 Fall
- Exploring how DH shapes and is in turn shaped by the classroom
- In Visible Archives Queer and Feminist Visual Culture in the 1980s Margaret Galvan 2023 Fall
- Analyzing how 1980s visual culture provided a vital space for women artists to theorize and visualize their own bodies and sexualities
- The New Real Media and Mimesis in Japan from Stereographs to Emoji Jonathan E. Abel 2022 Fall
- Unlocking a vital understanding of how literary studies and media studies overlap and are bound together
- Game Animals, Video Games, and Humanity Thomas R.J. Tyler 2022 Spring
- A playful reflection on animals and video games, and what each can teach us about the other
- Cosplay The Fictional Mode of Existence Frenchy Lunning 2022 Spring
- An exploration of cosplay and its relationship with the realms of its global fandom, performance, and the modes of fictional existence
- The Digital Is Kid Stuff Making Creative Laborers for a Precarious Economy 2021 Fall
- How popular debates about the so-called digital generation mediate anxieties about labor and life in twenty-first-century America
- Black Pulp Genre Fiction in the Shadow of Jim Crow Brooks E. Hefner 2021 Fall
- A deep dive into mid-century African American newspapers, exploring how Black pulp fiction reassembled genre formulas in the service of racial justice
- Life in Plastic Artistic Responses to Petromodernity Caren Irr, Editor 2021 Fall
- A vital contribution to environmental humanities that explores artistic responses to the plastic age
- Anime's Identity Performativity and Form beyond Japan 2021 Fall
- A formal approach to anime rethinks globalization and transnationality under neoliberalism
- Art and Cosmotechnics Yuk Hui 2020 Spring
- In light of current discourses on AI and robotics, what do the various experiences of art contribute to the rethinking of technology today?
- Training for Catastrophe Fictions of National Security after 9/11 Lindsay Thomas 2021 Spring
- A timely, politically savvy examination of how impossible disasters shape the very real possibilities of our world
- The Digital Black Atlantic Roopika Risam and Kelly Baker Josephs, Editors 2021 Spring
- Exploring the intersections of digital humanities and African diaspora studies
- Pulses of Abstraction Episodes from a History of Animation Andrew R. Johnston 2020 Fall
- Reshapes the history of abstract animation and its importance to computer imagery and cinema
- Kill the Overseer! The Gamification of Slave Resistance Sarah Juliet Lauro 2020 Fall
- Explores the representation of slave revolt in video games—and the trouble with making history playable
- The Metabolist Imagination Visions of the City in Postwar Japanese Architecture and Science Fiction William O. Gardner 2020 Spring
- Japan’s postwar urban imagination through the Metabolism architecture movement and visionary science fiction authors
- Sensations of History Animation and New Media Art James J. Hodge 2019 Fall
- A phenomenological investigation into new media artwork and its relationship to history
- Debates in the Digital Humanities 2019 Matthew K. Gold and Lauren F. Klein, Editors 2019 Spring
- The latest installment of a digital humanities bellwether
- The Platform Economy How Japan Transformed the Consumer Internet Marc Steinberg 2019 Spring
- Offering a deeper understanding of today’s internet media and the management theory behind it
- Information Fantasies Precarious Mediation in Postsocialist China Xiao Liu 2019 Spring
- A groundbreaking, alternate history of information technology and information discourses
- Machine Thomas Pringle, Gertrud Koch and Bernard Stiegler 2019 Spring
- On the social consequences of machines
- Bodies of Information Intersectional Feminism and Digital Humanities Elizabeth Losh and Jacqueline Wernimont, Editors 2018 Fall
- A wide-ranging, interconnected anthology presents a diversity of feminist contributions to digital humanities
- Hybrid Child A Novel Mariko Ōhara 2018 Spring
- A classic of Japanese speculative fiction that blurs the line between consumption and creation when a cyborg assumes the form and spirit of a murdered child
- The Anime Ecology A Genealogy of Television, Animation, and Game Media Thomas Lamarre 2018 Spring
- A major work destined to change how scholars and students look at television and animation
- Archaeologies of Touch Interfacing with Haptics from Electricity to Computing David Parisi 2018 Spring
- A material history of haptics technology that raises new questions about the relationship between touch and media
- Interpreting Anime Christopher Bolton 2018 Spring
- For students, fans, and scholars alike, this wide-ranging primer on anime employs a panoply of critical approaches
- Making Things and Drawing Boundaries Experiments in the Digital Humanities Jentery Sayers, Editor 2017 Fall
- A major new look at why art, digitization, and design are vital to “making” in the humanities
- A Literature of Questions Nonfiction for the Critical Child Joe Sutliff Sanders 2017 Fall
- A critical analysis of children’s nonfiction that focuses on the extent to which such works invite young readers to ask questions
- Metagaming Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames Stephanie Boluk and Patrick LeMieux 2017 Spring
- A playful and provocative call to stop playing videogames and begin making metagames
- Mixed Realism Videogames and the Violence of Fiction Timothy J. Welsh 2016 Fall
- What can be learned from reading videogames and novels through the same lens?
- Internet Spaceships Are Serious Business An EVE Online Reader Marcus Carter, Kelly Bergstrom and Darryl Woodford, Editors 2016 Spring
- The first sustained analysis of the hugely successful and complex MMOG, EVE Online
- Speculative Blackness The Future of Race in Science Fiction André M. Carrington 2016 Spring
- Examines race through fanzines, Star Trek, comic books, and Harry Potter
- On the Existence of Digital Objects Yuk Hui 2016 Spring
- How and why digital objects are best theorized through relations
- Mechademia 10 World Renewal Frenchy Lunning, Editor 2015 Fall
- The ongoing effects of 3/11 in Japan through anime and manga
- How to Talk about Videogames Ian Bogost 2015 Fall
- A fond look at the preposterous—and yet essential—pursuit of games criticism
- Simultaneous Worlds Global Science Fiction Cinema Jennifer L. Feeley and Sarah Ann Wells, Editors 2015 Fall
- Reframes science fiction cinema as a global genre
- Coin-Operated Americans Rebooting Boyhood at the Video Game Arcade Carly A. Kocurek 2015 Fall
- How and why video gaming culture became the domain of young men and boys
- A Geology of Media Jussi Parikka 2015 Spring
- A sweeping new ecological take on technology
- Players and Their Pets Gaming Communities from Beta to Sunset Mia Consalvo and Jason Begy 2015 Spring
- An unprecedented look at the lifespan of an online game that went against the grain
- Gaming at the Edge Sexuality and Gender at the Margins of Gamer Culture Adrienne Shaw 2014 Fall
- A major new analysis of the representation of marginalized groups in video games
- Mechademia 9 Origins Frenchy Lunning, Editor 2014 Fall
- Explores and challenges the origins of manga, anime, and Japanese popular culture
- The Forbidden Worlds of Haruki Murakami Matthew Carl Strecher 2014 Fall
- A journey through the mysterious metaphysical realm where Haruki Murakami’s strangest characters lurk, bizarre scenes unfold, and dark secrets emerge
- Reading Writing Interfaces From the Digital to the Bookbound 2014 Spring
- Uncovers a lineage of writers and thinkers who have rebelled against the means of production
- Summa Technologiae Stanisław Lem 2014 Spring
- From the acclaimed author of the science fiction novel Solaris, a pre-Dawkins exposition of evolution as a blind and chaotic watchmaker
- Comparative Textual Media Transforming the Humanities in the Postprint Era N. Katherine Hayles and Jessica Pressman, Editors 2013 Fall
- Proposes a new paradigm for the humanities by recognizing print as a medium within a comparative context
- Mechademia 8 Tezuka’s Manga Life Frenchy Lunning, Editor 2013 Fall
- Provides new perspectives on the renowned anime and manga creator, Tezuka Osamu, and examines his legacy
- Mechademia 7 Lines of Sight Frenchy Lunning, Editor 2012 Fall
- Tracing the impact of anime and manga’s radical break with Cartesian perspective
- Alien Phenomenology, or What It’s Like to Be a Thing Ian Bogost 2012 Spring
- A bold new metaphysics that explores how all things—from atoms to green chiles, cotton to computers—interact with, perceive, and experience one another
- Anime’s Media Mix Franchising Toys and Characters in Japan Marc Steinberg 2012 Spring
- Untangles the web of commodity, capitalism, and art that is anime
- Noise Channels Glitch and Error in Digital Culture Peter Krapp 2011 Fall
- Brings to light the critical role of noise and error in the creative potential of digital culture
- Gameplay Mode War, Simulation, and Technoculture Patrick Crogan 2011 Fall
- Understanding the military logics that created and continue to inform computer games
- Mechademia 6 User Enhanced Frenchy Lunning, Editor 2011 Fall
- As passive consumers of manga and anime become active users of cultural commodities, this volume explores the possibilities of, and challenges for, engagement
- How to Do Things With Videogames Ian Bogost 2011 Fall
- A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation
- Beautiful Fighting Girl Saito Tamaki 2011 Spring
- From Nausicaä to Sailor Moon, understanding girl heroines of manga and anime within otaku culture
- The Quay Brothers Into a Metaphysical Playroom Suzanne Buchan 2010 Fall
- The complex, special power of the Quay Brothers’ puppet animation poetics
- Mechademia 5 Fanthropologies Frenchy Lunning, Editor 2010 Fall
- From fan-subs to cosplay, exploring the fan cultures inspired by anime and manga
- From Utopia to Apocalypse Science Fiction and the Politics of Catastrophe Peter Y. Paik 2010 Spring
- The pitfalls and limitations of utopian politics as revealed by science fiction
- Games of Empire Global Capitalism and Video Games Nick Dyer-Witheford and Greig de Peuter 2009 Fall
- Analyzes video games and their links with capitalism, militarism, and social control
- Mechademia 4 War/Time Frenchy Lunning, Editor 2009 Fall
- The provocative manga and anime that reflect Japan’s attempts to come to terms with militarism, violence, and defeat
- The Anime Machine A Media Theory of Animation Thomas Lamarre 2009 Fall
- Presents a foundational theory of animation and what it reveals about our relationship to technology
- Otaku Japan’s Database Animals Hiroki Azuma 2009 Spring
- A publishing event—the highly influential best seller in Japan translated into English
- Ex-foliations Reading Machines and the Upgrade Path Terry Harpold 2008 Fall
- A sophisticated consideration of technologies of reading in the digital age
- Mechademia 3 Limits of the Human Frenchy Lunning, Editor 2008 Fall
- Exploring the possibilities and perils of a posthuman future through visionary works of Japanese anime and manga
- Robot Ghosts and Wired Dreams Japanese Science Fiction from Origins to Anime Christopher Bolton, Istvan Csicsery-Ronay Jr. and Takayuki Tatsumi, Editors 2007 Fall
- Connecting Japan’s vibrant science fiction tradition to the global phenomenon of anime
- Mechademia 1 Emerging Worlds of Anime and Manga Frenchy Lunning, Editor 2006 Fall
- A groundbreaking exploration of anime, manga, and Japanese popular culture
- Gaming Essays on Algorithmic Culture Alexander R. Galloway 2006 Spring
- A groundbreaking examination of the rise of video games.
- The Motion of Light in Water Sex and Science Fiction Writing in the East Village Samuel R. Delany 2004 Spring
- The unexpurgated edition of the award-winning autobiography