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Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores...
A foundational collection of essays that demonstrate how to study race and media From graphic footage of migrant children in cages to #BlackLivesMatter and #OscarsSoWhite, portrayals and discussions of race dominate the media landscape. Race and Media adopts a wide range of methods to make sense of specific occurrences, from the corporate portrayal of mixed-race identity by 23andMe to the cosmopolitan fetishization of Marie Kondo. As a whole, this collection demonstrates that all forms of media—from the sitcoms we stream to the Twitter feeds we follow—confirm racism and reinforce its ideological frameworks, while simultaneously giving space for new modes of resistance and understanding. ...
A BookRiot “Don’t-Miss 2022 Queer Graphic Novels & Memoirs” Anishinaabe culture and storytelling meet Alice in Wonderland in this coming-of-age graphic novel that explores Indigenous and gender issues through a fresh yet familiar looking glass. Aimée, a non-binary Anishinaabe middle-schooler, is on a class trip to offer gifts to Paayehnsag, the water spirits known to protect the land. While stories are told about the water spirits and the threat of the land being taken over for development, Aimée zones out, distracting themselves from the bullying and isolation they’ve experienced since expressing their non-binary identity. When Aimée accidentally wanders off, they are transported...
This volume of VGAR critically analyzes video game art as a means of survival. Though "survival strategy" exists as a defined gaming genre, all video games--as unique, participatory artworks--model both individual and collaborative means of survival through play. Video games offer opportunities to navigate both historical and fictional conflicts, traverse landscapes devastated by climate change or nuclear holocaust, and manage the limited resources of individuals or even whole civilizations on earth and beyond. They offer players a dizzying array of dystopian scenarios in which to build and invent, cooperate with others (through other players, NPCs, or AI) to survive another day. Contributor...
Prologue -- Scared red -- The murderable Indian : terror as state (in)security -- The kinless Indian : terror as social (in)stability -- Radical alterities from huckleberry roots -- Appendix I : a chronology -- Appendix II : Cherokee treaties and membership/census rolls.
What video games teach us about building a better world What does it mean to build a world? Worldbuilding is traditionally understood as an expression of storytelling across media forms. Yet, as video games show us, worldbuilding does not necessarily need to center narrative elements. Instead, new worlds can allow us to reimagine existing structures, conventions, and constants. Doing so gives us the tools to queer the world around us. How to Queer the World argues that video games provide us with keen insight into worldbuilding. With these insights come a new understanding of the ever-elusive ideals of queer worldmaking. Video games challenge us to address how worlds are built through underl...
Ylva Grufstedt investigates the role of counterfactuals in uses of history through game designers and through digital strategy games. It discusses the content, form and perspectives that define different types of counterfactuals in the context of game-making – an effort to outline and detail the values and frameworks that shape the past in this popular media.
As the climate warms and the hydrological cycle falters, ice is no longer a reliable feature of higher latitudes or winter seasons. What are the consequences of the planet’s waning capacity to cool? In other words, what comes after ice? This collection examines the implications of the end of consistent freezing and thawing cycles. After Ice gathers experts in a wide range of disciplines to articulate aspects of the cold humanities. They investigate ice and its dynamic properties as a foundational element of Indigenous communities in the Arctic regions, as a commodity with technological and political value, and as a reflection of environmental change and the passage of time. As the future of the cryosphere is increasingly determined by human behaviour, this thought-provoking exploration envisions ice as both a phase of water and as a milieu for sensemaking. It asks us to consider how to define, describe, and materially characterize our warming world.
Contributions by Katrin Althans, Jayson Althofer, Naomi Simone Borwein, Persephone Braham, Krista Collier-Jarvis, Shane Hawk, Jade Jenkinson, June Scudeler, and Sabrina Zacharias Global Indigenous Horror is a collection of essays that positions Indigenous Horror as more than just a genre, but as a narrative space where the spectral and social converge, where the uncanny becomes a critique, and the monstrous mirrors the human. While contentions swirl around the genre category, this exploratory anthology is the first critical edited collection dedicated solely to ways of theorizing and analyzing Indigenous Horror literature. The essays, curated by scholar Naomi Simone Borwein, ask readers to c...
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