BioShock

BioShock PDF Author: Robert Jackson
Publisher: John Hunt Publishing
ISBN: 1782793461
Category : Games & Activities
Languages : en
Pages : 360

Book Description
A historical, critical look at the famous videogame franchise BioShock, understanding it through philosophical, ideological and computational interpretations of systems, decisions and 'propaganda'.

Beyond the Sea

Beyond the Sea PDF Author: Felan Parker
Publisher: McGill-Queen's Press - MQUP
ISBN: 0773555560
Category : Social Science
Languages : en
Pages : 465

Book Description
The Bioshock series looms large in the industry and culture of video games for its ambitious incorporation of high-minded philosophical questions and retro-futuristic aesthetics into the ultraviolent first-person shooter genre. Beyond the Sea marks ten years since the release of the original game with an interdisciplinary collection of essays on Bioshock, Bioshock 2, and Bioshock Infinite. Simultaneously lauded as landmarks in the artistic growth of the medium and criticized for their compromised vision and politics, the Bioshock games have been the subject of significant scholarly and critical discussion. Moving past well-trodden debates, Beyond the Sea broadens the conversation by putting video games in dialogue with a diverse range of other disciplines and cultural forms, from parenting psychology to post-humanism, from Thomas Pynchon to German expressionist cinema. Offering bold new perspectives on a canonical series, Beyond the Sea is a timely contribution to our understanding of the aesthetics, the industry, and the culture of video games. Contributors include Daniel Ante-Contreras (Miracosta), Luke Arnott (Western Ontario), Betsy Brey (Waterloo), Patrick Brown (Iowa), Michael Fuchs (Graz), Jamie Henthorn (Catawba), Brendan Keogh (Queensland), Cameron Kunzelman (Georgia), Cody Mejeur (Michigan State), Matthew Thomas Payne (Notre Dame), Gareth Schott (Waikato), Karen Schrier (Marist), Sarah Stang (York/Ryerson), Sarah Thorne (Carleton), John Vanderhoef (California State, Dominguez Hills), Matthew Wysocki (Flagler), Jordan R. Youngblood (Eastern Connecticut State), and Sarah Zaidan (Emerson).

Popular Music in the Nostalgia Video Game

Popular Music in the Nostalgia Video Game PDF Author: Andra Ivănescu
Publisher: Springer
ISBN: 3030042812
Category : Performing Arts
Languages : en
Pages : 165

Book Description
This book looks at the uses of popular music in the newly-redefined category of the nostalgia game, exploring the relationship between video games, popular music, nostalgia, and socio-cultural contexts. History, gender, race, and media all make significant appearances in this interdisciplinary work, as it explores what some of the most critically acclaimed games of the past two decades (including both AAA titles like Fallout and BioShock, and more cult releases like Gone Home and Evoland) tell us about our relationship to our past and our future. Appropriated music is the common thread throughout these chapters, engaging these broader discourses in heterogeneous ways. This volume offers new perspectives on how the intersection between popular music, nostalgia, and video games, can be examined, revealing much about our relationship to the past and our hopes for the future.

Player and Avatar

Player and Avatar PDF Author: David Owen
Publisher: McFarland
ISBN: 1476629420
Category : Games & Activities
Languages : en
Pages : 239

Book Description
Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."

Ludopolitics

Ludopolitics PDF Author: Liam Mitchell
Publisher: John Hunt Publishing
ISBN: 1785354892
Category : Computers
Languages : en
Pages : 265

Book Description
What can videogames tell us about the politics of contemporary technoculture, and how are designers and players responding to its impositions? To what extent do the technical features of videogames index our assumptions about what exists and what is denied that status? And how can we use games to identify and shift those assumptions without ever putting down the controller? Ludopolitics responds to these questions with a critique of one of the defining features of modern technology: the fantasy of control. Videogames promise players the opportunity to map and master worlds, offering closed systems that are perfect in principle if not in practice. In their numerical, rule-bound, and goal-oriented form, they express assumptions about both the technological world and the world as such. More importantly, they can help us identify these assumptions and challenge them. Games like Spec Ops: The Line, Braid, Undertale, and Bastion, as well as play practices like speedrunning, theorycrafting, and myth-making provide an aesthetic means of mounting a political critique of the pursuit and valorization of technological control.

Ayn Rand and the Posthuman

Ayn Rand and the Posthuman PDF Author: Ben Murnane
Publisher: Springer
ISBN: 3319908537
Category : Literary Criticism
Languages : en
Pages : 200

Book Description
Ayn Rand and the Posthuman is a study of the American novelist’s relationship with twenty-first-century ideas about technology. Rand wrote science fiction that has inspired Silicon Valley entrepreneurs, politicians, and economists. Ben Murnane demonstrates Rand’s connection to, and impact on, those with a “posthuman” vision, in which human and machine merge. The text examines the philosophical intersections between Rand’s philosophy of Objectivism and posthumanism, and Rand’s influence on transhumanism, a major branch of posthumanist thought. The book further investigates Rand’s presence and portrayal in various examples of posthumanist science fiction, including Gene Roddenberry’s Andromeda, popular videogame BioShock, and Zoltan Istvan’s novel The Transhumanist Wager. Considering Rand’s influence from a cultural, political, technological, and economic perspective, this study throws light on an under-documented but highly significant aspect of Rand’s legacy.

What is the History of Emotions?

What is the History of Emotions? PDF Author: Barbara H. Rosenwein
Publisher: John Wiley & Sons
ISBN: 1509508538
Category : History
Languages : en
Pages : 180

Book Description
What Is the History of Emotions? offers an accessible path through the thicket of approaches, debates, and past and current trends in the history of emotions. Although historians have always talked about how people felt in the past, it is only in the last two decades that they have found systematic and well-grounded ways to treat the topic. Rosenwein and Cristiani begin with the science of emotion, explaining what contemporary psychologists and neuropsychologists think emotions are. They continue with the major early, foundational approaches to the history of emotions, and they treat in depth new work that emphasizes the role of the body and its gestures. Along the way, they discuss how ideas about emotions and their history have been incorporated into modern literature and technology, from children's books to videogames. Students, teachers, and anyone else interested in emotions and how to think about them historically will find this book to be an indispensable and fascinating guide not only to the past but to what may lie ahead.

Playing Dystopia

Playing Dystopia PDF Author: Gerald Farca
Publisher: transcript Verlag
ISBN: 3839445973
Category : Social Science
Languages : en
Pages : 435

Book Description
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.

Video Games as Art

Video Games as Art PDF Author: Frank G. Bosman
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 311073110X
Category : History
Languages : en
Pages : 125

Book Description
Video games are a relative late arrival on the cultural stage. While the academic discipline of game studies has evolved quickly since the nineties of the last century, the academia is only beginning to grasp the intellectual, philosophical, aesthetical, and existential potency of the new medium. The same applies to the question whether video games are (or are not) art in and on themselves. Based on the Communication-Oriented Analysis, the authors assess the plausibility of games-as-art and define the domains associted with this question.

Steampunk and Nineteenth-Century Digital Humanities

Steampunk and Nineteenth-Century Digital Humanities PDF Author: Roger Whitson
Publisher: Taylor & Francis
ISBN: 1317509110
Category : Literary Criticism
Languages : en
Pages : 244

Book Description
Steampunk is more than a fandom, a literary genre, or an aesthetic. It is a research methodology turning history inside out to search for alternatives to the progressive technological boosterism sold to us by Silicon Valley. This book turns to steampunk's quirky temporalities to embrace diverse genealogies of the digital humanities and to unite their methodologies with nineteenth-century literature and media archaeology. The result is nineteenth-century digital humanities, a retrofuturist approach in which readings of steampunk novels like William Gibson and Bruce Sterling's The Difference Engine and Ken Liu's The Grace of Kings collide with nineteenth-century technological histories like Charles Babbage's use of the difference engine to enhance worker productivity and Isabella Bird's spirit photography of alternate history China. Along the way, Steampunk and Nineteenth-Century Digital Humanities considers steampunk as a public form of digital humanities scholarship and activism, examining projects like Kinetic Steam Works's reconstruction of Henri Giffard's 1852 steam-powered airship, Jake von Slatt's use of James Wimshurst's 1880 designs to create an electric influence machine, and the queer steampunk activism of fans appearing at conventions around the globe. Steampunk as a digital humanities practice of repurposing reacts to the growing sense of multiple non-human temporalities mediating our human histories: microtemporal electricities flowing through our computer circuits, mechanical oscillations marking our work days, geological stratifications and cosmic drifts extending time into the millions and billions of years. Excavating the entangled, anachronistic layers of steampunk practice from video games like Bioshock Infinite to marine trash floating off the shore of Los Angeles and repurposed by media artist Claudio Garzón into steampunk submarines, Steampunk and Nineteenth-Century Digital Humanities uncovers the various technological temporalities and multicultural retrofutures illuminating many alternate histories of the digital humanities.
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