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Playing with Feelings
  • Language: en
  • Pages: 172

Playing with Feelings

How gaming intersects with systems like history, bodies, and code Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers. Looking at a wide ...

A Concise Companion to Visual Culture
  • Language: en
  • Pages: 512

A Concise Companion to Visual Culture

  • Categories: Art

Provides an up-to-date overview of the present state Visual Cultural Studies, featuring new original content, topics, and methods The Wiley Blackwell Concise Companion to Visual Culture brings together original research by both established scholars and new voices in the dynamic field, exploring the history, current state, and possible future directions of visual cultural studies. Organized as a series of non-traditional keyword essays, this innovative volume engages readers with a diversity of ideas and perspectives to broaden and enrich their understanding of visual culture and its operations. This accessible, reader-friendly volume begins with a brief introduction to the history and practi...

The World Is Born From Zero
  • Language: en
  • Pages: 206

The World Is Born From Zero

The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.

Time
  • Language: en
  • Pages: 382

Time

  • Type: Book
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  • Published: 2016-08-02
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  • Publisher: NYU Press

The critical condition and historical motivation behind Time Studies The concept of time in the post-millennial age is undergoing a radical rethinking within the humanities. Time: A Vocabulary of the Present newly theorizes our experiences of time in relation to developments in post-1945 cultural theory and arts practices. Wide ranging and theoretically provocative, the volume introduces readers to cutting-edge temporal conceptualizations and investigates what exactly constitutes the scope of time studies. Featuring twenty essays that reveal what we talk about when we talk about time today, especially in the areas of history, measurement, and culture, each essay pairs two keywords to explore...

Enacting Platforms
  • Language: en
  • Pages: 245

Enacting Platforms

  • Type: Book
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  • Published: 2024-07-02
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  • Publisher: MIT Press

An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how ...

Time
  • Language: en
  • Pages: 382

Time

  • Type: Book
  • -
  • Published: 2016-08-02
  • -
  • Publisher: NYU Press

The critical condition and historical motivation behind Time Studies The concept of time in the post-millennial age is undergoing a radical rethinking within the humanities. Time: A Vocabulary of the Present newly theorizes our experiences of time in relation to developments in post-1945 cultural theory and arts practices. Wide ranging and theoretically provocative, the volume introduces readers to cutting-edge temporal conceptualizations and investigates what exactly constitutes the scope of time studies. Featuring twenty essays that reveal what we talk about when we talk about time today, especially in the areas of history, measurement, and culture, each essay pairs two keywords to explore...

The Fabric of Interface
  • Language: en
  • Pages: 203

The Fabric of Interface

  • Type: Book
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  • Published: 2017-11-10
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  • Publisher: MIT Press

Tracing the genealogy of our physical interaction with mobile devices back to textile and needlecraft culture. For many of our interactions with digital media, we do not sit at a keyboard but hold a mobile device in our hands. We turn and tilt and stroke and tap, and through these physical interactions with an object we make things: images, links, sites, networks. In The Fabric of Interface, Stephen Monteiro argues that our everyday digital practice has taken on traits common to textile and needlecraft culture. Our smart phones and tablets use some of the same skills—manual dexterity, pattern making, and linking—required by the handloom, the needlepoint hoop, and the lap-sized quilting f...

Run and Jump
  • Language: en
  • Pages: 183

Run and Jump

  • Type: Book
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  • Published: 2024-02-06
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  • Publisher: MIT Press

How abstract design decisions in 2D platform games create rich worlds of meaning for players. Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has persisted in our cultural imagination of video games. In Run and Jump, Peter McDonald surveys the legacy of 2D platform games and examines how abstract and formal design choices have kept players playing. McDonald argues that there is a rich layer of meaning underneath, say, the quality of an avatar’s movement, the pacing and rhythm of level design, the personalities exp...

Hey! Listen!
  • Language: en
  • Pages: 200

Hey! Listen!

  • Type: Book
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  • Published: 2024-01-18
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  • Publisher: McFarland

How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.

Human Perception and Digital Information Technologies
  • Language: en
  • Pages: 263

Human Perception and Digital Information Technologies

  • Type: Book
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  • Published: 2024-02-29
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  • Publisher: Policy Press

Computational media govern our experiences by externalizing our knowledge and memories, mining data from our behaviour to influence our decision-making, and creating emotionally rewarding and sensory pleasures. But does that mean human perception is becoming a product of human-machine symbiosis in this new media ecology? This ground-breaking collection explores the ways in which digital information technologies form and influence human perception and experience. Examining the relationship between technological reductionism and the body, it takes on board discursive perspectives from the humanities and brings digital media, affect, and body studies into conversation with one another. Written by pioneering authors in the field, this book expands our understanding of human perception, animation, technology, and the body.