Search Results for gaming - Narrowed by: United StatesSirsiDynix Enterprisehttps://wait.sdp.sirsidynix.net.au/client/en_US/WAILRC/WAILRC/qu$003dgaming$0026qf$003dSUBJECT$002509Subject$002509United$002bStates$002509United$002bStates$0026ps$003d300$0026st$003dRE?dt=list2024-05-18T14:42:20ZThe race card : from gaming technologies to model minorities / Tara Fickle.ent://SD_ILS/0/SD_ILS:3109422024-05-18T14:42:20Z2024-05-18T14:42:20Zby Fickle, Tara, author.<br/>Call Number 305.895073 23<br/>Publication Date 2019<br/>Summary "The Race Card" explores gaming technologies and the concept of a "model minority."<br/>Format: Electronic Resources<br/><a href="http://ezproxy.angliss.edu.au/login?url=http://ezproxy.angliss.edu.au/login?direct=true&scope=site&db=nlebk&AN=2090090">http://ezproxy.angliss.edu.au/login?url=http://ezproxy.angliss.edu.au/login?direct=true&scope=site&db=nlebk&AN=2090090</a><br/>American sports in an age of consumption : how commercialization is changing the game / Cory Hillman.ent://SD_ILS/0/SD_ILS:3100582024-05-18T14:42:20Z2024-05-18T14:42:20Zby Hillman, Cory, 1978- author.<br/>Call Number 796.0440973 23<br/>Publication Date 2016<br/>Summary "Sports are not what they used to be. The larger social meanings sports hold for fans are being eclipsed by their commercial function as a means to sell merchandise and connect corporate sponsors with consumers. This book examines how the American consumer culture affects professional and collegiate sports, reducing fans to consumers and trivializing sports themselves"--<br/>Format: Electronic Resources<br/><a href="http://ezproxy.angliss.edu.au/login?url=http://ezproxy.angliss.edu.au/login?direct=true&scope=site&db=nlebk&AN=1284263">http://ezproxy.angliss.edu.au/login?url=http://ezproxy.angliss.edu.au/login?direct=true&scope=site&db=nlebk&AN=1284263</a><br/>Imagining the end : the apocalypse in American popular culture / James Craig Holte, editor.ent://SD_ILS/0/SD_ILS:3107612024-05-18T14:42:20Z2024-05-18T14:42:20Zby Holte, James Craig, editor.<br/>Call Number 791.43615 23<br/>Publication Date 2020<br/>Summary "Imagining the End provides a contextual overview and individual description and analysis of the wide range of depictions of the end of the world that have appeared in American popular culture. American writers, filmmakers, television producers, and game developers inundated the culture with hundreds of imagined apocalyptic scenarios, influenced by the Biblical Book of Revelation, the advent of the end of the second millennium (2000 CE), or predictions of catastrophic events such as nuclear war, climate change, and the spread of AIDS. From being 'raptured' to surviving the zombie apocalypse, readers and viewers have been left with an almost endless sequence of disasters to experience. Imagining the End examines this phenomenon and provides a context for understanding, and perhaps appreciating, the end of the world. This title is composed of alphabetized entries covering all topics related to the end times, covering popular culture mediums such as comic books, literature, films, and music." --<br/>Format: Electronic Resources<br/><a href="http://ezproxy.angliss.edu.au/login?url=http://ezproxy.angliss.edu.au/login?direct=true&scope=site&db=nlebk&AN=2281350">http://ezproxy.angliss.edu.au/login?url=http://ezproxy.angliss.edu.au/login?direct=true&scope=site&db=nlebk&AN=2281350</a><br/>