Phantasmal Spaces

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501332945
Total Pages : 176 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Phantasmal Spaces by : Mathias Fuchs

Download or read book Phantasmal Spaces written by Mathias Fuchs and published by Bloomsbury Publishing USA. This book was released on 2019-06-13 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

Phantasmal Media

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Author :
Publisher : MIT Press
ISBN 13 : 0262019337
Total Pages : 441 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Phantasmal Media by : D. Fox Harrell

Download or read book Phantasmal Media written by D. Fox Harrell and published by MIT Press. This book was released on 2013-11-08 with total page 441 pages. Available in PDF, EPUB and Kindle. Book excerpt: An argument that great expressive power of computational media arises from the construction of phantasms—blends of cultural ideas and sensory imagination. In Phantasmal Media, D. Fox Harrell considers the expressive power of computational media. He argues, forcefully and persuasively, that the great expressive potential of computational media comes from the ability to construct and reveal phantasms—blends of cultural ideas and sensory imagination. These ubiquitous and often-unseen phantasms—cognitive phenomena that include sense of self, metaphors, social categories, narrative, and poetic thinking—influence almost all our everyday experiences. Harrell offers an approach for understanding and designing computational systems that have the power to evoke these phantasms, paying special attention to the exposure of oppressive phantasms and the creation of empowering ones. He argues for the importance of cultural content, diverse worldviews, and social values in computing. The expressive power of phantasms is not purely aesthetic, he contends; phantasmal media can express and construct the types of meaning central to the human condition. Harrell discusses, among other topics, the phantasm as an orienting perspective for developers; expressive epistemologies, or data structures based on subjective human worldviews; morphic semiotics (building on the computer scientist Joseph Goguen's theory of algebraic semiotics); cultural phantasms that influence consensus and reveal other perspectives; computing systems based on cultural models; interaction and expression; and the ways that real-world information is mapped onto, and instantiated by, computational data structures. The concept of phantasmal media, Harrell argues, offers new possibilities for using the computer to understand and improve the human condition through the human capacity to imagine.

Expressive Space

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Author :
Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110723735
Total Pages : 273 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Expressive Space by : Gregory Whistance-Smith

Download or read book Expressive Space written by Gregory Whistance-Smith and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-01-19 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Understanding Imagination

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 940076507X
Total Pages : 845 pages
Book Rating : 4.4/5 (7 download)

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Book Synopsis Understanding Imagination by : Dennis L Sepper

Download or read book Understanding Imagination written by Dennis L Sepper and published by Springer Science & Business Media. This book was released on 2013-05-13 with total page 845 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book discusses that imagination is as important to thinking and reasoning as it is to making and acting. By reexamining our philosophical and psychological heritage, it traces a framework, a conceptual topology, that underlies the most disparate theories: a framework that presents imagination as founded in the placement of appearances. It shows how this framework was progressively developed by thinkers like Plato, Aristotle, Descartes, and Kant, and how it is reflected in more recent developments in theorists as different as Peirce, Saussure, Wittgenstein, Benjamin, and Bachelard. The conceptual topology of imagination incorporates logic, mathematics, and science as well as production, play, and art. Recognizing this topology can move us past the confusions to a unifying view of imagination for the future. ​

Mental Health | Atmospheres | Video Games

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Author :
Publisher : transcript Verlag
ISBN 13 : 3839462649
Total Pages : 263 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Mental Health | Atmospheres | Video Games by : Jimena Aguilar Rodríguez

Download or read book Mental Health | Atmospheres | Video Games written by Jimena Aguilar Rodríguez and published by transcript Verlag. This book was released on 2022-10-31 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Wandering Games

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Publisher : MIT Press
ISBN 13 : 0262370972
Total Pages : 215 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Wandering Games by : Melissa Kagen

Download or read book Wandering Games written by Melissa Kagen and published by MIT Press. This book was released on 2022-10-11 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.

Ludotopia

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Author :
Publisher : transcript Verlag
ISBN 13 : 3839447305
Total Pages : 317 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Ludotopia by : Espen Aarseth

Download or read book Ludotopia written by Espen Aarseth and published by transcript Verlag. This book was released on 2019-08-31 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.

Critical Zone 1

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Publisher : Hong Kong University Press
ISBN 13 : 9622097065
Total Pages : 245 pages
Book Rating : 4.6/5 (22 download)

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Book Synopsis Critical Zone 1 by : Q.S. Tong

Download or read book Critical Zone 1 written by Q.S. Tong and published by Hong Kong University Press. This book was released on 2005-03-01 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: Amid the globalizing forces, whether economic, political, or cultural, there remain conspicuous differences and divergences that divide and antagonize scholarly communities. How should we understand and respond to those discursive gaps among different traditions and systems of knowledge production? Critical Zone is a book series that is envisaged as a forum where communities of critical scholarship can come together to share ideas and participate in the debates that preoccupy the humanities today. The series aims to improve understanding across cultures, traditions, discourses, and disciplines and to produce international critical knowledge. Critical Zone is an expression and an embodiment of timely collaboration among scholars in Hong Kong, mainland China, the United States and Europe and is conceived as an intellectual bridge between China and the rest of the world. Each volume in the series has two sections. The first section contains original articles on a set of related topics by scholars from around the world; the second section includes review essays highlighting one or two issues in regional critical scholarship and translations that reflect intellectual trends and concerns in the region, in particular in China.

An Innocent Abroad

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Publisher : Northwestern University Press
ISBN 13 : 0810131633
Total Pages : 463 pages
Book Rating : 4.8/5 (11 download)

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Book Synopsis An Innocent Abroad by : J. Hillis Miller

Download or read book An Innocent Abroad written by J. Hillis Miller and published by Northwestern University Press. This book was released on 2015-11-30 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since 1988, J. Hillis Miller has traveled to China to lecture on literary theory, especially the role of globalization in literary theory. Over time, he has assisted in the development of distinctively Chinese forms of literary theory, Comparative Literature, and World Literature. The fifteen lectures gathered in An Innocent Abroad span both time and geographic location, reflecting his work at universities across China for more than twenty-five years. More important, they reflect the evolution of Miller’s thinking and of the lectures’ contexts in China as these have markedly changed over the years, especially on either side of Tiananmen Square and in light of China’s economic growth and technological change. A foreword by the leading theorist Fredric Jameson provides additional context.

Cultural Theory After the Contemporary

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Publisher : Springer
ISBN 13 : 0230117023
Total Pages : 428 pages
Book Rating : 4.2/5 (31 download)

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Book Synopsis Cultural Theory After the Contemporary by : S. Tumino

Download or read book Cultural Theory After the Contemporary written by S. Tumino and published by Springer. This book was released on 2011-01-31 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contemporary cultural studies have marginalized "agency," namely the power of people to shape social life. Here, Stephen Tumino offers a new materialist challenge to these tendencies and articulates an internationalist cultural theory that puts global agency in the forefront of cultural analysis.

Computer Games As Landscape Art

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Author :
Publisher : Springer Nature
ISBN 13 : 303137634X
Total Pages : 207 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Computer Games As Landscape Art by : Peter Nelson

Download or read book Computer Games As Landscape Art written by Peter Nelson and published by Springer Nature. This book was released on 2023-10-02 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images.

The Crowd

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Publisher : Univ of California Press
ISBN 13 : 0520219171
Total Pages : 279 pages
Book Rating : 4.5/5 (22 download)

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Book Synopsis The Crowd by : John Plotz

Download or read book The Crowd written by John Plotz and published by Univ of California Press. This book was released on 2000-12-03 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text sets out to demonstrate the influence of street crowds and political riots on literature in the period between 1800 and 1850. Notable works from the period are used to highlight the author's argument that crowds became a rival for the representational claims of the texts themselves.

Ruin Memories

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Publisher : Routledge
ISBN 13 : 1317695801
Total Pages : 511 pages
Book Rating : 4.3/5 (176 download)

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Book Synopsis Ruin Memories by : Bjørnar Olsen

Download or read book Ruin Memories written by Bjørnar Olsen and published by Routledge. This book was released on 2014-04-24 with total page 511 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the nineteenth century, mass-production, consumerism and cycles of material replacement have accelerated; increasingly larger amounts of things are increasingly victimized rapidly and made redundant. At the same time, processes of destruction have immensely intensified, although largely overlooked when compared to the research and social significance devoted to consumption and production. The outcome is a ruin landscape of derelict factories, closed shopping malls, overgrown bunkers and redundant mining towns; a ghostly world of decaying modern debris normally omitted from academic concerns and conventional histories. The archaeology of the recent or contemporary past has grown fast during the last decade. This development has been concurrent with a broader popular, artistic and scholarly interest in modern ruins in general. Ruin Memories explores how the ruins of modernity are conceived and assigned cultural value in contemporary academic and public discourses, reassesses the cultural and historical value of modern ruins and suggests possible means for reaffirming their cultural and historic significance. Crucial for this reassessment is a concern with decay and ruination, and with the role things play in expressing the neglected, unsuccessful and ineffable. Abandonment and ruination is usually understood negatively through the tropes of loss and deprivation; things are degraded and humiliated while the information, knowledge and memory embedded in them become lost along the way. Without even ignoring its many negative and traumatizing aspects, a main question addressed in this book is whether ruination also can be seen as an act of disclosure. If ruination disturbs the routinized and ready-to-hand, to what extent can it also be seen as a recovery of memory as exposing meanings and presences that perhaps are only possible to grasp at second hand when no longer immersed in their withdrawn and useful reality? Anybody interested in the archaeology of the contemporary past will find Ruin Memories an essential guide to the very latest theoretical research in this emerging field of archaeological thought.

On the Fo'k'sle Head

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Publisher :
ISBN 13 :
Total Pages : 362 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis On the Fo'k'sle Head by : William Clark Russell

Download or read book On the Fo'k'sle Head written by William Clark Russell and published by . This book was released on 1897 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Phantasms of the Living

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Author :
Publisher :
ISBN 13 :
Total Pages : 776 pages
Book Rating : 4.A/5 ( download)

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Book Synopsis Phantasms of the Living by : Edmund Gurney

Download or read book Phantasms of the Living written by Edmund Gurney and published by . This book was released on 1886 with total page 776 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A large part of the material used in this book was sent to the authors as representatives of the Society for Psychical Research; and the book is published with the sanction of the council of that Society ... Mr. Myers is solely responsible for the Introduction, and for the Note on a suggested mode of psychical interaction ... Mr. Gurney is solely responsible for the remainder of the book ... the collection, examination, and appraisal of the evidence--has been a joint labour, of which Mr. Podmore has borne ... a share ..."--Pref.

The Concepts of Space and Time

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Author :
Publisher : Springer
ISBN 13 : 9401017271
Total Pages : 593 pages
Book Rating : 4.4/5 (1 download)

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Book Synopsis The Concepts of Space and Time by : M. Capek

Download or read book The Concepts of Space and Time written by M. Capek and published by Springer. This book was released on 2014-11-14 with total page 593 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Phantasmal Spaces

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501332937
Total Pages : 177 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Phantasmal Spaces by : Mathias Fuchs

Download or read book Phantasmal Spaces written by Mathias Fuchs and published by Bloomsbury Publishing USA. This book was released on 2019-06-13 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.