Gaming Utopia

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Author :
Publisher : Indiana University Press
ISBN 13 : 0253054524
Total Pages : 249 pages
Book Rating : 4.2/5 (53 download)

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Book Synopsis Gaming Utopia by : Claudia Costa Pederson

Download or read book Gaming Utopia written by Claudia Costa Pederson and published by Indiana University Press. This book was released on 2021-04-06 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.

Playing Utopia

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Author :
Publisher : transcript Verlag
ISBN 13 : 3839450500
Total Pages : 333 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Playing Utopia by : Benjamin Beil

Download or read book Playing Utopia written by Benjamin Beil and published by transcript Verlag. This book was released on 2019-11-30 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.

The Grasshopper

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Publisher : Broadview Press
ISBN 13 : 1460401905
Total Pages : 224 pages
Book Rating : 4.4/5 (64 download)

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Book Synopsis The Grasshopper by : Bernard Suits

Download or read book The Grasshopper written by Bernard Suits and published by Broadview Press. This book was released on 2005-11-09 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics.

Handbook of Digital Games

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Publisher : John Wiley & Sons
ISBN 13 : 1118796276
Total Pages : 784 pages
Book Rating : 4.1/5 (187 download)

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Book Synopsis Handbook of Digital Games by : Marios C. Angelides

Download or read book Handbook of Digital Games written by Marios C. Angelides and published by John Wiley & Sons. This book was released on 2014-02-19 with total page 784 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

The Video Games Guide

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Publisher : McFarland
ISBN 13 : 1476600678
Total Pages : 385 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis The Video Games Guide by : Matt Fox

Download or read book The Video Games Guide written by Matt Fox and published by McFarland. This book was released on 2012-12-01 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Gaming the System

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Publisher : Indiana University Press
ISBN 13 : 0253035759
Total Pages : 214 pages
Book Rating : 4.2/5 (53 download)

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Book Synopsis Gaming the System by : David J. Gunkel

Download or read book Gaming the System written by David J. Gunkel and published by Indiana University Press. This book was released on 2018-05-09 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions—put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Žižek—can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

Waltäó»s Utopia

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Author :
Publisher : McFarland
ISBN 13 : 1476622132
Total Pages : 232 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Waltäó»s Utopia by : Priscilla Hobbs

Download or read book Waltäó»s Utopia written by Priscilla Hobbs and published by McFarland. This book was released on 2015-07-14 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: The “Happiest Place on Earth” opened in 1955 during a trying time in American life—the Cold War. Disneyland was envisioned as a utopian resort where families could play together and escape the tension of the “real world.” Since its construction, the park has continually been updated to reflect changing American culture. The park’s themed features are based on familiar Disney stories and American history and folklore. They reflect the hopes of a society trying to understand itself in the wake of World War II. This book takes a fresh look at the park, analyzing its cultural narrative by looking beyond consumerism and corporate marketing to how Disney helped America cope during the Cold War and beyond.

Games and Sport in Everyday Life

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Publisher : Routledge
ISBN 13 : 1317259378
Total Pages : 312 pages
Book Rating : 4.3/5 (172 download)

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Book Synopsis Games and Sport in Everyday Life by : Robert S. Perinbanayagam

Download or read book Games and Sport in Everyday Life written by Robert S. Perinbanayagam and published by Routledge. This book was released on 2015-11-17 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This is a powerful, richly nuanced, evocative work; a stunning and brilliantly innovative pedagogical intervention. It provides ground zero-the starting place for the next generation of theorists who study the self, narrative theory, and the place of games and sport in everyday life. A stunning accomplishment by one of America's major social theorists." Norman K. Denzin, University of Illinois at Urbana-Champaign Games of many kinds have been played in all cultures throughout human history. This wide-ranging book explores the social and psychological processes involved in the playing of games. One player (or team) seeks to outwit another by undertaking various physical and communicative moves-not unlike conversations. Games have well-formed "narrative" structures, analogous to myths, that are enacted by each participant to give play to his/her self and its attendant emotions. These plays of the self enable each agent to seek adventures and heroic moments. Going beyond the mythmaking and catharsis that may be achieved by individuals, the author shows how games have been devised and played in particular societies and eras as means of promoting specific ideologies of a society, even social ideals such as utopias.

The Palgrave Handbook of Utopian and Dystopian Literatures

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Author :
Publisher : Springer Nature
ISBN 13 : 3030886549
Total Pages : 721 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis The Palgrave Handbook of Utopian and Dystopian Literatures by : Peter Marks

Download or read book The Palgrave Handbook of Utopian and Dystopian Literatures written by Peter Marks and published by Springer Nature. This book was released on 2022-03-15 with total page 721 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Palgrave Handbook of Utopian and Dystopian Literatures celebrates a literary genre already over 500 years old. Specially commissioned essays from established and emerging international scholars reflect the vibrancy of utopian vision, and its resiliency as idea, genre, and critical mode. Covering politics, environment, geography, body and mind, and social organization, the volume surveys current research and maps new areas of study. The chapters include investigations of anarchism, biopolitics, and postcolonialism and study film, art, and literature. Each essay considers central questions and key primary works, evaluates the most recent research, and outlines contemporary debates. Literatures of Africa, Australia, China, Latin America, and the Middle East are discussed in this global, cross-disciplinary, and comprehensive volume.

Encyclopedia of Video Games [3 volumes]

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1440870209
Total Pages : 1365 pages
Book Rating : 4.4/5 (48 download)

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Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf

Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1365 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Official Gazette of the United States Patent and Trademark Office

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Author :
Publisher :
ISBN 13 :
Total Pages : 1042 pages
Book Rating : 4.:/5 (89 download)

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Book Synopsis Official Gazette of the United States Patent and Trademark Office by :

Download or read book Official Gazette of the United States Patent and Trademark Office written by and published by . This book was released on 2008 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Utopia

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Author :
Publisher : Good Press
ISBN 13 :
Total Pages : 113 pages
Book Rating : 4.8/5 (596 download)

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Book Synopsis Utopia by : Thomas More

Download or read book Utopia written by Thomas More and published by Good Press. This book was released on 2023-12-03 with total page 113 pages. Available in PDF, EPUB and Kindle. Book excerpt: Utopia is a work of fiction and socio-political satire by Thomas More published in 1516 in Latin. The book is a frame narrative primarily depicting a fictional island society and its religious, social and political customs. Many aspects of More's description of Utopia are reminiscent of life in monasteries.

Playing Dystopia

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Publisher : transcript Verlag
ISBN 13 : 3839445973
Total Pages : 435 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Playing Dystopia by : Gerald Farca

Download or read book Playing Dystopia written by Gerald Farca and published by transcript Verlag. This book was released on 2018-11-30 with total page 435 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own ›offline‹ environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games.

Games

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Publisher : Oxford University Press, USA
ISBN 13 : 0190052082
Total Pages : 253 pages
Book Rating : 4.1/5 (9 download)

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Book Synopsis Games by : C. Thi Nguyen

Download or read book Games written by C. Thi Nguyen and published by Oxford University Press, USA. This book was released on 2020 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--

Open World Empire

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Publisher : NYU Press
ISBN 13 : 147988636X
Total Pages : 360 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Open World Empire by : Christopher B. Patterson

Download or read book Open World Empire written by Christopher B. Patterson and published by NYU Press. This book was released on 2020-04-14 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.

Architectural Research Addressing Societal Challenges Volume 1

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Author :
Publisher : CRC Press
ISBN 13 : 1351652664
Total Pages : 668 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis Architectural Research Addressing Societal Challenges Volume 1 by : Manuel Jorge Rodrigues Couceiro da Costa

Download or read book Architectural Research Addressing Societal Challenges Volume 1 written by Manuel Jorge Rodrigues Couceiro da Costa and published by CRC Press. This book was released on 2017-09-19 with total page 668 pages. Available in PDF, EPUB and Kindle. Book excerpt: The EAAE/ARCC International Conference, held under the aegis of the EAAE (European Association for Architectural Education) and of the ARCC (Architectural Research Centers Consortium), is a conference organized every other year, in collaboration with one of the member schools / universities of those associations, alternatively in North America or in Europe. The EAAE/ARCC Conferences began at the North Carolina State University College of Design, Raleigh with a conference on Research in Design Education (1998); followed by conferences in Paris (2000), Montreal (2002), Dublin (2004), Philadelphia (2006), Copenhagen (2008), Washington (2010), Milan (2012) and Honolulu (2014). The conference discussions focus on research experiences in the field of architecture and architectural education, providing a critical forum for the dissemination and engagement of current ideas from around the world.

Queer Game Studies

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Publisher : U of Minnesota Press
ISBN 13 : 1452954631
Total Pages : 355 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Queer Game Studies by : Bonnie Ruberg

Download or read book Queer Game Studies written by Bonnie Ruberg and published by U of Minnesota Press. This book was released on 2017-03-28 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games. These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.