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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.
An essential exploration of the video game aesthetic that decenters the human player—requiring little human action—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 watc...
Fantastic fiction is traditionally understood as Western genre literature such as fantasy, science fiction, and horror. Expanding on this understanding, these essays explore how the fantastic has been used in Western societies since the Middle Ages as a tool for organizing and materializing abstractions in order to make sense of the present social order. Disciplines represented here include literature studies, gender studies, biology, ethnology, archeology, history, religion, game studies, cultural sociology, and film studies. Individual essays cover topics such as the fantastic creatures of medieval chronicle, mummy medicine in eighteenth-century Sweden, how fears of disease filtered through the universal and adaptable vampire, the gender aspects of goddess worship in the secular West, ecocentrism in fantasy fiction, how videogames are dealing with the remediation of heritage, and more.
Narrative strategies, immersion, interaction, participation, identification, multimodality, characters and the connection between physical and fictional or virtual worlds: the fields of inquiry into the complex relationship between live performance and video games are numerous and diverse. For the first time, this collection brings together international researchers and artists to explore this relationship in a variety of essays. The contributors to this volume focus on reciprocal inspirations, appropriations and transfers applied by theatre artists, game designers and researchers. They analyze several artistic forms such as VR performance, immersive theatre, speedrunning or game theatre.
Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in the contexts, cultures, and communities that give rise to and spring up around video games, focusing on phenomena such as in-jokes, player self-reflexivity, and player/fan creativity. The third section offers case studies of individual games or game series, exploring the use of irony as well as sexual and racial humour in video games. Chapter “Emergence and Ephemerality of Humour During Live Coverage of Large-Scale eSports Events” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position loc...
This volume was first published by Inter-Disciplinary Press in 2016. Children and childhood in the modern world are generally considered synonymous with play, laughter, fun and frolic. To many it is a special phase in life which should be carefree and where the worries of adult life should not cast its shadows. This book captures childhood in its myriad hues and examines it through a lense that gives an enriched experience and kaleidoscopic view to the reader.
At the turn of the twenty-first century, typical households were equipped with a landline telephone, a desktop computer connected to a dial-up modem, and a shared television set. Television, radio and newspapers were the dominant mass media. Today, homes are now network hubs for all manner of digital technologies, from mobile devices littering lounge rooms to Bluetooth toothbrushes in bathrooms--and tomorrow, these too will be replaced with objects once inconceivable. Tracing the origins of these digital developments, Jenny Kennedy, Michael Arnold, Martin Gibbs, Bjorn Nansen, and Rowan Wilken advance media domestication research through an ecology-based approach to the abundance and material...
"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.
In this original study, Milne moves between close readings of letters, postcards and emails, and investigations of the material, technological infrastructures of these forms, to answer the question: How does presence function as an aesthetic and rhetorical strategy within networked communication practices? As her work reveals, the relation between old and new communication systems is more complex than allowed in much contemporary media theory. Although the correspondents of letters, postcards and emails are not, usually, present to one another as they write and read their exchanges, this does not necessarily inhibit affective communication. Indeed, this study demonstrates how physical absenc...