A “sharp, witty, and well-researched” history of 4chan and its cultural impact (The Rumpus). Created by a fifteen-year-old wunderkind in 2003, it is the creative force behind “the Web's most infectious memes and catchphrases” (Wired). Today it has millions of monthly users, and enormous social influence. Epic Win for Anonymous is the first book to tell 4chan’s story. Longtime blogger and 4chan expert Cole Stryker writes with a voice that is engrossingly informative and approachable. Whether examining the 4chan-provoked Jessi Slaughter saga and how cyber-bullying is part of our new reality, or explaining how Sarah Palin’s email account was leaked, Epic Win for Anonymous proves 4chan’s transformative cultural impact, and how it has influenced—and will continue to influence—society at large.
The next generation of Japanese number puzzles is "O' ekaki" (paint by numbers), in which players are rewarded with fun images for successfully completing the mind-bender.
Meet some of the finest digital 2D and 3D artists working in the industry today, from Patrick Beaulieu, Philip Straub, Benita Winckler, Alessandro Baldasseroni to Khalid Al Muharraqi, Marcel Baumann and Marek Denko and see how they work. More than just a gallery book - in Digital Arts Masters each artist has written a breakdown overview, with supporting imagery of how they made there piece of work. With Digital Arts Masters you'll understand the artists' thought process and discover the tips, tricks and techniques which really work.
Meet some of the finest digital 2D and 3D artists working in the industry today, from Patrick Beaulieu, Philip Straub, Benita Winckler, Alessandro Baldasseroni to Khalid Al Muharraqi, Marcel Baumann and Marek Denko and see how they work. More than just a gallery book - in Digital Arts Masters each artist has written a breakdown overview, with supporting imagery of how they made there piece of work. With Digital Arts Masters you'll understand the artists' thought process and discover the tips, tricks and techniques which really work.
This collaborative book explores the artistic and aesthetic development of shojo, or girl, manga and discusses the significance of both shojo manga and the concept of shojo, or girl culture. It features contributions from manga critics, educators, and researchers from both manga’s home country of Japan and abroad, looking at shojo and shojo manga’s influence both locally and globally. Finally, it presents original interviews of shojo manga-ka, or artists, who discuss their work and their views on this distinct type of popular visual culture.
International Convention of Asia Scholars 2019 Book Prize – Best Art Publication In the most comprehensive and authoritative source on this subject, Comics Art in China covers almost all comics art forms in mainland China, providing the history from the nineteenth century to the present as well as perspectives on both the industry and the art form. This volume encompasses political, social, and gag cartoons, lianhuanhua (picture books), comic books, humorous drawings, cartoon and humor periodicals, and donghua (animation) while exploring topics ranging from the earliest Western-influenced cartoons and the popular, often salacious, 1930s humor magazines to cartoons as wartime propaganda and comics art in the reform. Coupling a comprehensive review of secondary materials (histories, anthologies, biographies, memoirs, and more) in English and Chinese with the artists’ actual works, the result spans more than two centuries of Chinese animation. Structured chronologically, the study begins with precursors in early China and proceeds through the Republican, wartime, Communist, and market economy periods. Based primarily on interviews senior scholar John A. Lent and Xu Ying conducted with over one hundred cartoonists, animators, and other comics art figures, Comics Art in China sheds light on tumult and triumphs. Meticulously, Lent and Xu describe the evolution of Chinese comics within a global context, probing the often-tense relationship between expression and government, as well as proving that art can be a powerful force for revolution. Indeed, the authors explore Chinese comics art as it continues to grow and adapt in the twenty-first century. Enhanced with over one hundred black-and-white and color illustrations, this book stands out as not only the first such survey in English, but perhaps the most complete one in any language.
'A labour of undiluted love and enthusiasm' Daily Telegraph As Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances... the video games. Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world. From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles. Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.
In this much-awaited collection, O'Ekaki (Paint by Numbers) inventor and international puzzle master Tetsuya Nishio shows us the best of 10 years' worth of logic puzzle that has charmed the entire world. Catch a glimpse of the life's work of on of the most prolific puzzle makers ever, and prepare to become addicted!