Computer and Video Games Come of Age Conference
The time has come to take an inventory of today's game industry and envision tomorrow's technological innovations and creative implications.
The time has come to take an inventory of today's game industry and envision tomorrow's technological innovations and creative implications.
Jim Ross, the longtime voice of World Wrestling Entertainment, joins CMS graduate student Sam Ford to discuss the unique blend of reality and fiction in the world of American professional wrestling.
Developments in advertising, cult media, metrics, measurement, and accounting for audiences, cultural labor and audience relations.
Futures of Entertainment 4 once again brings together key industry leaders and academic scholars who are shaping these new directions in our culture.
Angela Ndalianis analyze how Las Vegas -- a city-as-monument to entertainment and leisure culture -- has appropriated tropes and modes of engagement taken from pre-20th Century high culture traditions of the Church and aristocracy.