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:

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BROWSE COLLECTION:

The Flesh of Animation: Bodily Sensations in Film and Digital Media 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 Anime's Knowledge Cultures Geek, Otaku, Zhai Jinying Li 2024 Spring
Unlocking the technosocial implications of global geek cultures
The Digital and Its Discontents 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 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 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 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 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 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 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 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 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 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 Anime's Identity Performativity and Form beyond Japan 2021 Fall
A formal approach to anime rethinks globalization and transnationality under neoliberalism
Art and Cosmotechnics 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 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 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 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 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 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 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 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 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 Information Fantasies Precarious Mediation in Postsocialist China Xiao Liu 2019 Spring
A groundbreaking, alternate history of information technology and information discourses
Machine Machine Thomas Pringle, Gertrud Koch and Bernard Stiegler 2019 Spring
On the social consequences of machines
Bodies of Information: Intersectional Feminism and Digital Humanities 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 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 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 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 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 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 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 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 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 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 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 On the Existence of Digital Objects Yuk Hui 2016 Spring
How and why digital objects are best theorized through relations
Mechademia 10: World Renewal 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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