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A close examination about what is considered the most important first-person video game ever made and its influence on how we play games today
We are on the brink of an ecological mega-crisis threatening the future of life on earth and our actions over the next few years may well determine the destiny of our descendants. Between a manifesto and a tactical plan of action, How Soon is Now? by radical futurist and philosopher Daniel Pinchbeck outlines a vision for a mass social movement that will address this crisis. Drawing on a huge range of resources and references Daniel Pinchbeck presents a compelling argument for the need for change on a global basis – it is only when we see ourselves as one planetary tribe that this change can occur. The central thesis is that humanity has self-willed the ecological crisis in order to bring a...
Draws on cosmological phenomena of the modern world as well as the author's own research into shamanic and metaphysical belief systems to support the Mayan theory about an unprecedented global shift predicted for the year 2012.
A dazzling work of personal travelogue and cultural criticism that ranges from the primitive to the postmodern in a quest for the promise and meaning of the psychedelic experience. While psychedelics of all sorts are demonized in America today, the visionary compounds found in plants are the spiritual sacraments of tribal cultures around the world. From the iboga of the Bwiti in Gabon, to the Mazatecs of Mexico, these plants are sacred because they awaken the mind to other levels of awareness--to a holographic vision of the universe. Breaking Open the Head is a passionate, multilayered, and sometimes rashly personal inquiry into this deep division. On one level, Daniel Pinchbeck tells the st...
The last twenty or so years have seen a phenomenal expansion in the variety of forms of creative and narrative audiovisual expression. The increasing role of relatively recent developments such as the internet, mobile telephony and computer gaming, which complement the narrative representation of more traditional media, seems to have acted as a catalyst to unfreeze the standard types of story form that had been appearing on screens for over a hundred years. Storytelling has taken on new forms, in the physical format(s) of the narrative material, the place or device where it is experienced, and the way it is accessed by the viewer – in particular, a viewer who might now also be a creator, m...
Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.
This book locates and critically theorises an emerging field of twenty-first century theatre practice concerned, either thematically, methodologically, or formally, with acts of commemoration and the commemorative. With notions of memorial, celebration, temporality and remembrance at its heart, and as a timely topic for debate, this book asks how theatre and performance intersects with commemorative acts or rituals in contemporary theatre and performance practice. It considers the (re)performance of history, commemoration as a form of, or performance of, ritual, performance as memorial, performance as eulogy and eulogy as performance. It asks where personal acts of remembrance merge with public or political acts of remembrance, where the boundary between the commemorative and the performative might lie, and how it might be blurred, broken or questioned. It explores how we might remake the past in the present, to consider not just how performance commemorates but how commemoration performs.
The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-tim...
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.
The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in enterta...