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Arrow and Superhero Television: Essays on Themes and Characters of the Series

Arrow and Superhero Television: Essays on Themes and Characters of the Series


This collection of new essays focuses on The CW network's hit television series Arrow--based on DC Comic's Green Arrow--and its spin-offs The Flash, DC's Legends of Tomorrow and Supergirl. Comic book adaptations have been big business for film studios since Superman (1978) and in recent years have dominated at the box office--five of the 11 highest grossing films of 2016 were adapted from comics....   [click here for more]
McFarland  $19.99 $7.99

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At Home in the Whedonverse: Essays on Domestic Place, Space and Life

At Home in the Whedonverse: Essays on Domestic Place, Space and Life


From Buffy the Vampire Slayer to the Marvel Cinematic Universe, Joss Whedon's work presents various representations of home spaces that give depth to his stories and storytelling. Through the spaceship in Firefly, a farmhouse in Avengers: Age of Ultron or Whedon's own house in Much Ado About Nothing, his work collectively offers audiences the opportunity to question the ways we relate to and inhabit...   [click here for more]
McFarland  $35.00 $18.99

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Beyond Adaptation

Beyond Adaptation


Essays on Radical Transformations of Original Works Some film and novel revisions go so far beyond adaptation that they demand a new designation. This critical collection explores movies, plays, essays, comics and video games that supersede adaptation to radically transform their original sources. Fifteen essays investigate a variety of texts that rework everything from literary...   [click here for more]
McFarland  $45.00 $24.99

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Captain America and the Struggle of the Superhero: Critical Essays

Captain America and the Struggle of the Superhero: Critical Essays


For more than 60 years, Captain America was one of Marvel Comics' flagship characters, representing truth, strength, liberty, and justice. The assassination of his alter ego, Steve Rogers, rocked the comic world, leaving numerous questions about his life and death. This book discusses topics including the representation of Nazi Germany in Captain America Comics from the 1940s to the 1960s; the creation...   [click here for more]
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Classics Illustrated: A Cultural History, 2d ed.

Classics Illustrated: A Cultural History, 2d ed.


A significant expansion of the critically acclaimed first edition, Classics Illustrated: A Cultural History, 2d ed., carries the story of the Kanter family's series of comics-style adaptations of literary masterpieces from 1941 into the 21st century. This book features additional material on the 70-year history of Classics Illustrated and the careers and contributions of such artists as Alex A....   [click here for more]
McFarland  $49.95 $26.99

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Comics as a Nexus of Cultures: Essays on the Interplay of Media, Disciplines and International Perspectives

Comics as a Nexus of Cultures: Essays on the Interplay of Media, Disciplines and International Perspectives


These essays from various critical disciplines examine how comic books and graphic narratives move between various media, while merging youth and adult cultures and popular and high art. The articles feature international perspectives on comics and graphic novels published in the U.S., Canada, Great Britain, Portugal, Germany, Turkey, India, and Japan. Topics range from film adaptation, to journalism...   [click here for more]
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Crossing Boundaries in Graphic Narrative: Essays on Forms, Series and Genres

Crossing Boundaries in Graphic Narrative: Essays on Forms, Series and Genres


Although the idea that graphic narratives represent an important literary form is still debated in academic circles, in recent years comics scholarship has emerged into wider contexts. This collection of new essays considers various literary approaches to graphic narrative and sequential art. The authors examine the politics of comic form and narrative, the ways in which graphic narrative and sequential...   [click here for more]
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Ctrl-Alt-Play: Essays on Control in Video Gaming

Ctrl-Alt-Play: Essays on Control in Video Gaming


" The word ""control"" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video...   [click here for more]
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Cult Telefantasy Series: A Critical Analysis

Cult Telefantasy Series: A Critical Analysis


A Critical Analysis of The Prisoner, Twin Peaks, The X-Files, Buffy the Vampire Slayer, Lost, Heroes, Doctor Who and Star Trek From The Prisoner in the 1960s to the more recent Heroes and Lost, a group of television series with strong elements of fantasy have achieved cult status. Focusing on eight such series, this work analyzes their respective innovations and influences. Assessing the...   [click here for more]
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Daily Life in the Middle Ages

Daily Life in the Middle Ages


Although life in the Middle Ages was not as comfortable and safe as it is for most people in industrialized countries today, the term "Dark Ages" is highly misleading. The era was not so primitive and crude as depictions in film and literature would suggest. Even during the worst years of the centuries immediately following the fall of Rome, the legacy of that civilization survived. This...   [click here for more]
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Encyclopedia of Cryptozoology

Encyclopedia of Cryptozoology


On every continent and in every nation, animals unrecognized by modern science are reported on a daily basis. People passionately pursue these creatures--the name given to their field of study is cryptozoology. Coined in the 1950's, the term literally means the science of hidden animals. When the International Society of Cryptozoology (ISC) was formed in 1982, the founders declared that the branch...   [click here for more]
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Encyclopedia of Demons in World Religions and Cultures

Encyclopedia of Demons in World Religions and Cultures


This exhaustive volume catalogs nearly three thousand demons in the mythologies and lore of virtually every ancient society and most religions. From Aamon, the demon of life and reproduction with the head of a serpent and the body of a wolf in Christian demonology, to Zu, the half-man, half-bird personification of the southern wind and thunder clouds in Sumero-Akkadian mythology, entries offer descriptions...   [click here for more]
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Fantasy Media in the Classroom: Essays on Teaching with Film, Television, Literature, Graphic Novels and Video Games

Fantasy Media in the Classroom: Essays on Teaching with Film, Television, Literature, Graphic Novels and Video Games


A common misconception is that professors who use popular culture and fantasy in the classroom have abandoned the classics, yet in a variety of contexts--high school, college freshman composition, senior seminars, literature, computer science, philosophy and politics--fantasy materials can expand and enrich an established curriculum. The new essays in this book combine analyses of popular television...   [click here for more]
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Fascist Lizards from Outer Space

Fascist Lizards from Outer Space


The Politics, Literary Influences and Cultural History of Kenneth Johnson's V When Kenneth Johnson's science fiction miniseries V premiered in 1983, it netted more than 40 percent of the television viewing audience and went on to spawn a sequel, a weekly series, novelizations, comic books and a remake. Yet the 2009 V reboot was cancelled in its second season, despite a robust premiere....   [click here for more]
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Feminism in the Worlds of Neil Gaiman

Feminism in the Worlds of Neil Gaiman


Essays on the Comics, Poetry and Prose This collection of new essays looks carefully at the broad spectrum of Neil Gaiman’s work and how he interacts with feminism. Sixteen diverse essays from Gaiman scholars examine highlights from Gaiman’s graphic novels, short stories, novels, poems and screenplays, and confront the difficult issues he raises, including femininity,...   [click here for more]
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Game On, Hollywood!: Essays on the Intersection of Video Games and Cinema

Game On, Hollywood!: Essays on the Intersection of Video Games and Cinema


The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities...   [click here for more]
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Horror Video Games: Essays on the Fusion of Fear and Play

Horror Video Games: Essays on the Fusion of Fear and Play


In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually. ...   [click here for more]
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Horrors: Great Stories of Fear and Their Creators

Horrors: Great Stories of Fear and Their Creators


That notorious evening at Villa Diodati when Lord Byron challenged his contemporaries to write a ghost story, his summons brought forth a mad doctor intent on reanimation and a vampire drunk with bloodlust. The night modern horror was born was notoriously dark and stormy, as were the lives of those who wrote the most fearsome--yet beloved--tales in literature, for those so gifted were also cursed....   [click here for more]
McFarland  $14.99 $9.99

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How Zombies Conquered Popular Culture

How Zombies Conquered Popular Culture


The Multifarious Walking Dead in the 21st Century Since the early 2000s, popular culture has experienced a "Zombie Renaissance," beginning in film and expanding into books, television, video games, theatre productions, phone apps, collectibles and toys. Zombies have become allegorical figures embodying cultural anxieties, but they also serve as models for concepts in economics, political...   [click here for more]
McFarland  $25.00 $14.99

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Icelanders in the Viking Age: The People of the Sagas

Icelanders in the Viking Age: The People of the Sagas


The Sagas of Icelanders are enduring stories from Viking-Age Iceland filled with love and romance, battles and feuds, tragedy and comedy. Yet these tales are little read today, even by lovers of literature. The culture and history of the people depicted in the Sagas are often unfamiliar to the modern reader, though the audience for whom the tales were intended would have had an intimate understanding...   [click here for more]
McFarland  $35.00 $12.99

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Inside the Dark Tower Series

Inside the Dark Tower Series


Art, Evil and Intertextuality in the Stephen King Novels Stephen King is no stranger to the realm of literary criticism, but his most fantastic, far-reaching work has aroused little academic scrutiny. This study of King's epic Dark Tower series encompasses the career of one of the world's best-selling authors and frames him as more than a "horror writer." Four categories...   [click here for more]
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Internet Comedy Television Series, 1997-2015

Internet Comedy Television Series, 1997-2015


Created around the world and available only on the web, Internet "television" series are independently produced, mostly low budget shows that often feature talented but unknown performers. Typically financed through crowd-funding, they are filmed with borrowed equipment and volunteer casts and crews, and viewers find them through word of mouth or by chance. The fourth in a series covering...   [click here for more]
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Internet Drama and Mystery Television Series

Internet Drama and Mystery Television Series


Created around the world and available only on the Web, internet "television" series are independently produced, mostly low budget shows that often feature talented but unknown performers. Typically financed through online crowd-funding, they are produced with borrowed equipment and volunteer casts and crews, and viewers find them through word of mouth or by chance. The second in a first-ever...   [click here for more]
McFarland  $39.95 $19.99

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Internet Horror, Science Fiction and Fantasy Television Series

Internet Horror, Science Fiction and Fantasy Television Series


This is the first ever compilation on Internet television and provides details of 405 programs from 1998 to 2013. Each entry contains the storyline, descriptive episode listings, cast and crew lists, the official website and comments. An index of personnel and programs concludes the book. From Barry the Demon Hunter to Time Traveling Lesbian to Hamilton Carver, Zombie P.I., it is a previously...   [click here for more]
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Internet Lesbian and Gay Television Series, 1996-2014

Internet Lesbian and Gay Television Series, 1996-2014


Created around the world and available only on the Web, internet ""television"" series are independently produced, mostly low budget shows that often feature talented but unknown performers. Typically financed through crowd-funding, they are filmed with borrowed equipment and volunteer casts and crews, and viewers find them through word of mouth or by chance. The third of five...   [click here for more]
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Investigating Heroes: Essays on Truth, Justice and Quality TV

Investigating Heroes: Essays on Truth, Justice and Quality TV


Premiering in September of 2006, the weekly NBC television series Heroes was an immediate commercial and critical hit, lasting four successful seasons. Heroes follows a group of interrelated characters who discover they have superhuman powers, with each successive episode exploring how these people react to and utilize their powers for good or for evil. This collection of essays explores a variety...   [click here for more]
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Joss Whedon Versus the Corporation

Joss Whedon Versus the Corporation


Big Business Critiqued in the Films and Television Programs Screenwriter, director, producer and comic book author Joss Whedon is best known for his television series and films featuring villainous vampires, angry gods and even bloggers who wish to rule the world. Within these works is a prevalent yet commonly overlooked theme—the corporate antagonist. This book examines the effects of this...   [click here for more]
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Machinima: The Art and Practice of Virtual Filmmaking

Machinima: The Art and Practice of Virtual Filmmaking


Unlike traditional animation techniques that use specialized 3D animation software, machinima--a term derived from the words "machine" and "cinema"--records the action in real-time interactive 3D environments, such as those found in video games, to create a cinematic production. No longer solely the province of hard-core gamers, machinima has become central to the convergence...   [click here for more]
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Marvel Comics into Film: Essays on Adaptations Since the 1940s

Marvel Comics into Film: Essays on Adaptations Since the 1940s


Marvel Studios’ approach to its Cinematic Universe—beginning with the release of Iron Man (2008)—has become the template for successful management of blockbuster film properties. Yet films featuring Marvel characters can be traced back to the 1940s, when the Captain America serial first appeared on the screen. This collection of new essays is the first to explore the historical,...   [click here for more]
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Marvel Comics' Civil War and the Age of Terror

Marvel Comics' Civil War and the Age of Terror


Critical Essays on the Comic Saga Marvel Comics has an established tradition of addressing relevant real-life issues facing the American public. With the publication of Civil War (2006-2007), a seven-issue crossover storyline spanning the Marvel universe, they focused on contemporary anxieties such as terrorism and threats to privacy and other civil liberties. This collection of new essays explores...   [click here for more]
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Mazes in Videogames: Meaning, Metaphor and Design

Mazes in Videogames: Meaning, Metaphor and Design


From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the...   [click here for more]
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Michael Moorcock: Fiction, Fantasy and the World's Pain

Michael Moorcock: Fiction, Fantasy and the World's Pain


Prolific, popular and critically acclaimed, Michael Moorcock is the most important British fantasy author of his generation. His Elric of Melnibone is an iconic figure for millions of fans but Moorcock has also been a pioneer in science fiction and historical fiction. He was hailed as the central figure of the "New Wave" in science fiction, and has won numerous awards for his fantasy and...   [click here for more]
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Millennial Mythmaking

Millennial Mythmaking


Essays on the Power of Science Fiction and Fantasy Literature, Films and Games Contemporary myths, particularly science fiction and fantasy texts, can provide commentary on who we are as a culture, what we have created, and where we are going. These nine essays from a variety of disciplines expand upon the writings of Joseph Campbell and the hero's journey. Modern examples of myths...   [click here for more]
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Neil Gaiman in the 21st Century

Neil Gaiman in the 21st Century


Essays on the Novels, Children's Stories, Online Writings, Comics and Other Works Neil Gaiman has emerged as one of the most influential literary figures of the 21st century. To borrow a phrase from his viral 2012 University of the Arts commencement speech, Gaiman "makes good art," from his graphic novels to his social media collaborations, award-winning fantasy fiction...   [click here for more]
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Renaissance Festivals: Merrying the Past and Present

Renaissance Festivals: Merrying the Past and Present


This ethnographic study of contemporary American Renaissance fairs focuses on the Maryland Renaissance Festival, in which participants recreate sixteenth-century England through performances of theater, combat-at-arms, processions, street hawking, and meticulously faithful historical reconstructions. It is also partly an autobiographical account of interactive improvisation, subcultures within the...   [click here for more]
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Storytelling in Video Games: The Art of the Digital Narrative

Storytelling in Video Games: The Art of the Digital Narrative


Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused "visual...   [click here for more]
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Superheroes of the Round Table: Comics Connections to Medieval and Renaissance Literature

Superheroes of the Round Table: Comics Connections to Medieval and Renaissance Literature


Few scholars nursed on the literary canon would dispute that knowledge of Western literature benefits readers and writers of the superhero genre. This analysis of superhero comics as Romance literature shows that the reverse is true--knowledge of the superhero romance has something to teach critics of traditional literature. Establishing the comic genre as a cousin to Arthurian myth, Spenser, and...   [click here for more]
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Tales of Superhuman Powers

Tales of Superhuman Powers


55 Traditional Stories from Around the World This book is a collection of 55 folktales that feature supernatural abilities. These tales represent powers--from invisibility to shape-shifting--that people have dreamed of, conjured up and strived for through the ages. Many of the powers are present in popular culture, making the superheroes who wield them the direct descendants of characters such...   [click here for more]
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The Buffyverse Catalog

The Buffyverse Catalog


A Complete Guide to Buffy the Vampire Slayer and Angel in Print, Film, Television, Comics, Games and Other Media, 1992-2010 This bibliographic guide covers the "Buffyverse"--the fictional worlds of the acclaimed television series Buffy the Vampire Slayer (1997-2003) and its spinoff Angel (1999-2004), as well as the original Buffy feature film of 1992. It is the largest...   [click here for more]
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The Dime Novel in Children's Literature

The Dime Novel in Children's Literature


With their rakish characters, sensationalist plots, improbable adventures and objectionable language (like swell and golly), dime novels in their heyday were widely considered a threat to the morals of impressionable youth. Roundly criticized by church leaders and educators of the time, these short, quick-moving, pocket-sized publications were also, inevitably, wildly popular with readers of all ages....   [click here for more]
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The Forrest J Ackerman Oeuvre

The Forrest J Ackerman Oeuvre


A Comprehensive Catalog of the Fiction, Nonfiction, Poetry, Screenplays, Film Appearances, Speeches and Other Works, with a Concise Biography Although he is most remembered for his vast collection of science fiction memorabilia; his influential magazine, Famous Monsters of Filmland; and his frequent sci-fi convention appearances, Forrest J Ackerman (1916-2008) also left a sizeable...   [click here for more]
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The Galaxy Is Rated G

The Galaxy Is Rated G


Essays on Children's Science Fiction Film and Television Through spaceships, aliens, ray guns and other familiar trappings, science fiction uses the future (and sometimes the past) to comment on current social, cultural and political ideologies; the same is true of science fiction in children's film and television. This collection of essays analyzes the confluences of science fiction...   [click here for more]
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The Great Monster Magazines

The Great Monster Magazines


A Critical Study of the Black and White Publications of the 1950s, 1960s and 1970s This is a critical overview of monster magazines from the 1950s through the 1970s. "Monster magazine" is a blanket term to describe both magazines that focus primarily on popular horror movies and magazines that contain stories featuring monsters, both of which are illustrated in comic book...   [click here for more]
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The Meaning and Culture of Grand Theft Auto: Critical Essays

The Meaning and Culture of Grand Theft Auto: Critical Essays


The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA). Part...   [click here for more]
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The Mythology of the Superhero

The Mythology of the Superhero


Superheroes have been an integral part of popular society for decades and have given rise to a collective mythology familiar in popular culture worldwide. Though scholars and fans have recognized and commented on this mythology, its structure has gone largely unexplored. This book provides a model and lexicon for identifying the superhero mythos. The author examines the myth in several narratives--including...   [click here for more]
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The World of Shaft: A Complete Guide to the Novels, Comic Strip, Films and Television Series

The World of Shaft: A Complete Guide to the Novels, Comic Strip, Films and Television Series


Mention Shaft and most people think of Gordon Parks' seminal 1971 film starring Richard Roundtree in a leather coat, walking the streets of Manhattan to Isaac Hayes' iconic theme music. But the black private dick who inspired the blaxploitation film genre actually made his debut on the printed page as the creation of a white novelist. Ernest Tidyman was a seasoned journalist down on his luck when...   [click here for more]
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Tolkien and the Study of His Sources: Critical Essays

Tolkien and the Study of His Sources: Critical Essays


Source criticism--analysis of a writer's source material--has emerged as one of the most popular approaches in exploring the work of J.R.R. Tolkien. Since Tolkien drew from many disparate sources, an understanding of these sources, as well as how and why he incorporated them, can enhance readers' appreciation. This set of new essays by leading Tolkien scholars describes the theory and methodology...   [click here for more]
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Toy Stories: The Toy as Hero in Literature, Comics and Film

Toy Stories: The Toy as Hero in Literature, Comics and Film


Toys--those celebrated childhood cohorts and lead actors in children's imaginative play--have a fantastic history of heroism in fiction. From teddy bears that guard sleeping babies to plastic soldiers and cowboys who lay siege to wooden block castles, toys are often the heroes of the stories children inspire authors to tell. In this collection of new essays, scholars from a range of disciplines...   [click here for more]
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Understanding Minecraft: Essays on Play, Community and Possibilities

Understanding Minecraft: Essays on Play, Community and Possibilities


Since its official release in 2011, Minecraft has sold over 48 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials....   [click here for more]
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Unraveling Resident Evil: Essays on the Complex Universe of the Games and Films

Unraveling Resident Evil: Essays on the Complex Universe of the Games and Films


Resident Evil is a multidimensional as well as multimedia universe: various books, graphic novels, games and movies (the fifth one came out in 2012) all contribute to this enormous universe. The essays written for this volume will focus on this particular zombie manifestation and its significance in popular culture. The essayists come from very different fields, so it was possible to cover a wide...   [click here for more]
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