Much of the story about the Soviet Union’s victory over Nazi Germany has yet to be told. In Motherland in Danger, Karel Berkhoff addresses one of the most neglected questions facing historians of the Second World War: how did the Soviet leadership sell the campaign against the Germans to the people on the home front?
For Stalin, the obstacles were manifold. Repelling the German invasion would require a mobilization so large that it would test the limits of the Soviet state. Could the USSR marshal the manpower necessary to face the threat? How could the authorities overcome inadequate infrastructure and supplies? Might Stalin’s regime fail to survive a sustained conflict with the Germans?
Motherland in Danger takes us inside the Stalinist state to witness, from up close, its propaganda machine. Using sources in many languages, including memoirs and documents of the Soviet censor, Berkhoff explores how the Soviet media reflected—and distorted—every aspect of the war, from the successes and blunders on the front lines to the institution of forced labor on farm fields and factory floors. He also details the media’s handling of Nazi atrocities and the Holocaust, as well as its stinting treatment of the Allies, particularly the United States, the UK, and Poland. Berkhoff demonstrates not only that propaganda was critical to the Soviet war effort but also that it has colored perceptions of the war to the present day, both inside and outside of Russia.
An invaluable collection of rare archival sources, Movie Mavens reveals women's essential contribution to the creation of American film culture.
Allen critically assesses the many new approaches and causes that Cooper championed: introducing celebrity news and colorful features to a service previously known for stodgy reliability, pushing through disruptive technological innovations like the instantaneous transmission of news photos, and leading a crusade to bring American-style press freedom--inseparable from private ownership, in Cooper’s view--to every country. His insistence on truthfulness and impartiality presents a sharp contrast to much of today’s fractured journalistic landscape.
Deeply researched and engagingly written, Mr. Associated Press traces Cooper’s career as he built a new foundation for the modern AP and shaped the twentieth-century world of news.
Although investigations of Hispanic popular culture were approached for decades as part of folklore studies, in recent years scholarly explorations—of lucha libre, telenovelas, comic strips, comedy, baseball, the novela rosa and the detective novel, sci-fi, even advertising—have multiplied. What has been lacking is an overarching canvas that offers context for these studies, focusing on the crucial, framing questions: What is Hispanic pop culture? How does it change over time and from region to region? What is the relationship between highbrow and popular culture in the Hispanic world? Does it make sense to approach the whole Hispanic world as homogenized when understanding Hispanic popular culture? What are the differences between nations, classes, ethnic groups, religious communities, and so on? And what distinguishes Hispanic popular culture in the United States?
In ¡Muy Pop!, Ilan Stavans and Frederick Luis Aldama carry on a sustained, free-flowing, book-length conversation about these questions and more, concentrating on a wide range of pop manifestations and analyzing them at length. In addition to making Hispanic popular culture visible to the first-time reader, ¡Muy Pop! sheds new light on the making and consuming of Hispanic pop culture for academics, specialists, and mainstream critics.
“Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.”
—Edward Castronova, Indiana University
Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games’ mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great.
Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance.
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