Open World Empire

Open World Empire PDF Author: Christopher B. Patterson
Publisher: NYU Press
ISBN: 1479802042
Category : Social Science
Languages : en
Pages : 360

Book Description
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.

Open World Empire

Open World Empire PDF Author: Christopher B. Patterson
Publisher: NYU Press
ISBN: 147988636X
Category : Social Science
Languages : en
Pages : 360

Book Description
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.

The First World Empire

The First World Empire PDF Author: Hélder Carvalhal
Publisher: Routledge
ISBN: 1000372820
Category : History
Languages : en
Pages : 302

Book Description
This book offers a comprehensive overview of the early modern military history of Portugal and its possessions in Africa, the Americas, and Asia from the perspective of the military revolution historiographical debate. The existence of a military revolution in the early modern period has been much debated in international historiography, and this volume fills a significant gap in its relation to the history of Portugal and its overseas empire. It examines different forms of military change in specifically Portuguese case studies but also adopts a global perspective through the analysis of different contexts and episodes in Africa, the Americas, and Asia. Contributors explore whether there is evidence of what could be defined as aspects of a military revolution or whether other explanatory models are needed to account for different forms of military change. In this way, it offers the reader a variety of perspectives that contribute to the debate over the applicability of the military revolution concept to Portugal and its empire during the early modern period. Broken down into four thematic parts and broad in both chronological and geographical scope, the book deepens our understanding of the art of warfare in Portugal and its empire and demonstrates how the military revolution debate can be used to examine military change in a global perspective. This is an essential text for scholars and students of military history, military architecture, global history, Asian history, and the history of Iberian empires.

WORLD SYSTEM HISTORY-Volume I

WORLD SYSTEM HISTORY-Volume I PDF Author: George Modelski and Robert A. Denemark
Publisher: EOLSS Publications
ISBN: 1848262183
Category :
Languages : en
Pages : 382

Book Description
World System History is a component of Encyclopedia of Social Sciences and Humanities in the global Encyclopedia of Life Support Systems (EOLSS), which is an integrated compendium of twenty one Encyclopedias. The Theme on World System History presents the study of the history of the world system. World system history offers an array of tools with which to apprehend the future. This volume discuss the essential aspects such as World-Systems Analysis; Big History; Epistemology of World System History: Long-Term Processes and Cycles; One World System or Many: The Continuity Thesis in World System History; World Population History; States Systems and Universal Empires; The Silk Road: Afro-Eurasian Connectivity Across the Ages; Dark Ages in World System History; The Kondratieff Waves as Global Social Processes; Globalization in Historical Perspective; Emergence of a Global Polity; World Urbanization: The Role of Settlement Systems in Human Social Evolution; Democratization: The World-Wide Spread Of Democracy in The Modern Age; The Rise of Global Public Opinion; East Asia In the World System; Incorporating North America into the Eurasian World-System. This volume is aimed at the following five major target audiences: University and College Students Educators, Professional Practitioners, Research Personnel and Policy Analysts, Managers, and Decision Makers, NGOs and GOs.

The Digital Is Kid Stuff

The Digital Is Kid Stuff PDF Author: Josef Nguyen
Publisher: U of Minnesota Press
ISBN: 1452966214
Category : Social Science
Languages : en
Pages : 290

Book Description
How popular debates about the so-called digital generation mediate anxieties about labor and life in twenty-first-century America “The children are our future” goes the adage, a proclamation that simultaneously declares both anxiety as well as hope about youth as the next generation. In The Digital Is Kid Stuff, Josef Nguyen interrogates this ambivalence within discussions about today’s “digital generation” and the future of creativity, an ambivalence that toggles between the techno-pessimism that warns against the harm to children of too much screen time and a techno-utopianism that foresees these “digital natives” leading the way to innovation, economic growth, increased democratization, and national prosperity. Nguyen engages cultural histories of childhood, youth, and creativity through chapters that are each anchored to a particular digital media object or practice. Nguyen narrates the developmental arc of a future creative laborer: from a young kid playing the island fictions of Minecraft, to an older child learning do-it-yourself skills while reading Make magazine, to a teenager posting selfies on Instagram, to a young adult creative laborer imagining technological innovations using design fiction. Focusing on the constructions and valorizations of creativity, entrepreneurialism, and technological savvy, Nguyen argues that contemporary culture operates to assuage profound anxieties about—and to defuse valid critiques of—both emerging digital technologies and the precarity of employment for “creative laborers” in twenty-first-century neoliberal America.

Gamer Citizens

Gamer Citizens PDF Author: Ilya Brookwell
Publisher: Taylor & Francis
ISBN: 1040038956
Category : Social Science
Languages : en
Pages : 134

Book Description
This book examines the politics of being a gamer in the digital age with an in-depth study of the communities of gamers who populate live-video streaming sites. This text offers an innovative theoretical and methodological study of gamers in their community. It explores gamers as citizens and asks how gamers are political in view of their activities on stream. Ilya Brookwell examines how gamers live out their daily lives on live-video streams and how they use their associated new platforms and tools, including live-video streams such as Twitch.tv and online web fora, to engage with “live-video politics”. It explores the relationship between gamers, gaming, and streaming, highlighting how gamers develop a notion of self that is fundamentally located in community. Gamers consequently create, inhabit, as well as inherit a political world. With streaming communities offering unique insights into what it means to live in a digital age, the book explores how gamers find hopeful openings, as well as limits, through streaming. The book highlights how gamers can take an active role in politics and democracy in a digital age. Interesting reading for undergraduate students, postgraduate researchers, and academics of media, cultural and communication studies, video game studies, and digital media studies.

Formations of European Modernity

Formations of European Modernity PDF Author: Gerard Delanty
Publisher: Springer
ISBN: 3319954350
Category : Social Science
Languages : en
Pages : 515

Book Description
This book presents a historical and political sociology of European history and society. It offers a critical interpretation of the course of European history looking at the emergence of the idea of Europe and the formation of modernity. Now fully updated, Delanty's second edition features commentary on Brexit, populism, the refugee crisis, and secessionism, as well as additional coverage of colonialism and the wider global context. The book will be in an invaluable resource for advanced undergraduates and postgraduate students of historical sociology, the history of Europe, nations and modernity, political sociology, and political and social theory.

The Oxford Handbook of Video Game Music and Sound

The Oxford Handbook of Video Game Music and Sound PDF Author: William Gibbons
Publisher: Oxford University Press
ISBN: 0197556167
Category : Computers
Languages : en
Pages : 977

Book Description
Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.

The Content of Our Caricature

The Content of Our Caricature PDF Author: Rebecca Wanzo
Publisher: NYU Press
ISBN: 1479840084
Category : Social Science
Languages : en
Pages : 261

Book Description
Traces the history of racial caricature and the ways that Black cartoonists have turned this visual grammar on its head Revealing the long aesthetic tradition of African American cartoonists who have made use of racist caricature as a black diasporic art practice, Rebecca Wanzo demonstrates how these artists have resisted histories of visual imperialism and their legacies. Moving beyond binaries of positive and negative representation, many black cartoonists have used caricatures to criticize constructions of ideal citizenship in the United States, as well as the alienation of African Americans from such imaginaries. The Content of Our Caricature urges readers to recognize how the wide circulation of comic and cartoon art contributes to a common language of both national belonging and exclusion in the United States. Historically, white artists have rendered white caricatures as virtuous representations of American identity, while their caricatures of African Americans are excluded from these kinds of idealized discourses. Employing a rich illustration program of color and black-and-white reproductions, Wanzo explores the works of artists such as Sam Milai, Larry Fuller, Richard “Grass” Green, Brumsic Brandon Jr., Jennifer Cruté, Aaron McGruder, Kyle Baker, Ollie Harrington, and George Herriman, all of whom negotiate and navigate this troublesome history of caricature. The Content of Our Caricature arrives at a gateway to understanding how a visual grammar of citizenship, and hence American identity itself, has been constructed.

Style

Style PDF Author: Taylor Black
Publisher: NYU Press
ISBN: 147982500X
Category : Art
Languages : en
Pages : 304

Book Description
"Style: A Queer Cosmology considers artists and critics whose work defines style as that which eludes paraphrase or social scientific categorization; rather, they show style to be the attributes that make us all more like ourselves and less like each other"--
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