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The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).
Book Synopsis Digarec Keynote-Lectures 2009/10 by : Stephan Günzel
Download or read book Digarec Keynote-Lectures 2009/10 written by Stephan Günzel and published by Universitätsverlag Potsdam. This book was released on 2011 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).
The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).
Book Synopsis DIGAREC Keynote-Lectures 2009/10 by : Stephan Günzel
Download or read book DIGAREC Keynote-Lectures 2009/10 written by Stephan Günzel and published by . This book was released on 2011 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).
The Good Life and the Greater Good in a Global Context offers a timely contribution to the debates about the good life that surround us every day in the media, politics, the humanities, and social sciences. The authors’ examine the relationship between the good life and the greater good as represented across different genres, media, cultures, and disciplines. This enables them to develop a framework of values that transcends the overly rational and individualistic model of the good life advanced by neoliberalism and the “happiness industry.” Thus, over and against normative conceptualizations of the good life that reduce meaning to money, creativity to consumption, and compassion to self-help, the contributors propose an ethically charged philosophy of living that views the care for the self, for the other, and for the planet as the catalysts of true human flourishing. In addition to recovering the original usage of “the good life” from classical thought—especially the Aristotelian understanding of eudaimonia as living well and doing well—the essays gathered here highlight its entanglement with distinctly modern ideas of happiness, wellbeing, flourishing, progress, revolution, democracy, the American Dream, utopia, and sustainability. As such, the essays capture the breadth and depth of the conversation about the good life that is of central importance to how we relate to the past, engage the present, and envision the future.
Book Synopsis The Good Life and the Greater Good in a Global Context by : Laura Savu Walker
Download or read book The Good Life and the Greater Good in a Global Context written by Laura Savu Walker and published by Lexington Books. This book was released on 2015-11-19 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Good Life and the Greater Good in a Global Context offers a timely contribution to the debates about the good life that surround us every day in the media, politics, the humanities, and social sciences. The authors’ examine the relationship between the good life and the greater good as represented across different genres, media, cultures, and disciplines. This enables them to develop a framework of values that transcends the overly rational and individualistic model of the good life advanced by neoliberalism and the “happiness industry.” Thus, over and against normative conceptualizations of the good life that reduce meaning to money, creativity to consumption, and compassion to self-help, the contributors propose an ethically charged philosophy of living that views the care for the self, for the other, and for the planet as the catalysts of true human flourishing. In addition to recovering the original usage of “the good life” from classical thought—especially the Aristotelian understanding of eudaimonia as living well and doing well—the essays gathered here highlight its entanglement with distinctly modern ideas of happiness, wellbeing, flourishing, progress, revolution, democracy, the American Dream, utopia, and sustainability. As such, the essays capture the breadth and depth of the conversation about the good life that is of central importance to how we relate to the past, engage the present, and envision the future.
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.
Book Synopsis Game Love by : Jessica Enevold
Download or read book Game Love written by Jessica Enevold and published by McFarland. This book was released on 2015-01-28 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.
Book Synopsis Intermedia Games—Games Inter Media by : Michael Fuchs
Download or read book Intermedia Games—Games Inter Media written by Michael Fuchs and published by Bloomsbury Publishing USA. This book was released on 2019-02-21 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.
From catastrophe to utopia, the most comprehensive survey yet of how literature can speak to the 'Anthropocene'.
Book Synopsis The Cambridge Companion to Literature and the Anthropocene by : John Parham
Download or read book The Cambridge Companion to Literature and the Anthropocene written by John Parham and published by Cambridge University Press. This book was released on 2021-06-17 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: From catastrophe to utopia, the most comprehensive survey yet of how literature can speak to the 'Anthropocene'.
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.
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.
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.
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.
Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, this book redirects critical conversations away from questions of whether videogames are ‘good’ or ‘bad’ for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate – particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting.
Book Synopsis The Child in Videogames by : Emma Reay
Download or read book The Child in Videogames written by Emma Reay and published by Springer Nature. This book was released on 2023-10-16 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, this book redirects critical conversations away from questions of whether videogames are ‘good’ or ‘bad’ for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate – particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting.
An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.
Book Synopsis Playing at a Distance by : Sonia Fizek
Download or read book Playing at a Distance written by Sonia Fizek and published by MIT Press. This book was released on 2022-11-01 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.