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Out of Place
  • Language: en
  • Pages: 426

Out of Place

  • Type: Book
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  • Published: 1997-01-01
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  • Publisher: SUNY Press

Discusses the impact of inner city redevelopment programs and policies on the homeless and shows the methods used (civil protests, squatting, and legal advocacy) by the homeless to organize a tactical resistance to restructuring efforts. Presents case studies of two different types of homeless organized resistance groups in Chicago and San Jose.

Utopic Dreams and Apocalyptic Fantasies
  • Language: en
  • Pages: 288

Utopic Dreams and Apocalyptic Fantasies

Few books have attempted to contextualize the importance of video game play with a critical social, cultural and political perspective that raises the question of the significance of work, pleasure, fantasy and play in the modern world. The study of why video game play is 'fun' has often been relegated to psychology, or the disciplines of cultural anthropology, literary and media studies, communications and other assorted humanistic and social science disciplines. In Utopic Dreams and Apocalyptic Fantasies, Talmadge Wright, David Embrick and Andras Lukacs invites us to move further and consider questions on appropriate methods of researching games, understanding the carnival quality of moder...

What Is a Game?
  • Language: en
  • Pages: 292

What Is a Game?

  • Type: Book
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  • Published: 2020-02-14
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  • Publisher: McFarland

What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

End-Game
  • Language: en
  • Pages: 502

End-Game

Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

The Anthropology of the Future
  • Language: en
  • Pages: 239

The Anthropology of the Future

Anticipation -- Expectation -- Speculation -- Potentiality -- Hope -- Destiny.

Virtually Sacred
  • Language: en
  • Pages: 369

Virtually Sacred

Robert Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with communities, a meaningful experience of history and human activity, and a sense of transcendence.

Stories in Post-Human Cultures
  • Language: en
  • Pages: 230

Stories in Post-Human Cultures

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

This volume was first published by Inter-Disciplinary Press in 2013. This volume represents the collective visions of twenty-one post-humanist cyberculture scholars. The complimentary and dissenting voices within have been organized into three categories for this work, the first within the general category of Post-Humanism, what it is, why it is important, and what we as ‘pre post-human humans’ currently know about our culture and the direction it is taking us towards the eventual post-human times. Next, venture into the Cultures in Cyberspace which are shaping our future worlds today, for to understand the culture of our interconnectedness is to begin to appreciate the impossibly complex intricacies of the coming age of connectedness. To this end, New Narrativism becomes our gateway to this future.

The Sacred in Fantastic Fandom
  • Language: en
  • Pages: 210

The Sacred in Fantastic Fandom

  • Type: Book
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  • Published: 2019-05-07
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  • Publisher: McFarland

To the casual observer, similarities between fan communities and religious believers are difficult to find. Religion is traditional, institutional, and serious; whereas fandom is contemporary, individualistic, and fun. Can the robes of nuns and priests be compared to cosplay outfits of Jedi Knights and anime characters? Can travelling to fan conventions be understood as pilgrimages to the shrines of saints? These new essays investigate fan activities connected to books, film, and online games, such as Harry Potter-themed weddings, using The Hobbit as a sacred text, and taking on heroic roles in World of Warcraft. Young Muslim women cosplayers are brought into conversation with Chaos magicians who use pop culture tropes and characters. A range of canonical texts, such as Supernatural, Buffy the Vampire Slayer, and Sherlock--are examined in terms of the pleasure and enchantment of repeated viewing. Popular culture is revealed to be a fertile source of religious and spiritual creativity in the contemporary world.

Teaching the Middle Ages through Modern Games
  • Language: en
  • Pages: 230

Teaching the Middle Ages through Modern Games

Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deplo...

Bodies at War
  • Language: en
  • Pages: 310

Bodies at War

The book examines the rise of neoliberal militarism from the early 1970s to the present and its destructive impact on democratic practices, economic policies, notions of citizenship, race relations, and gender norms by focusing on how these changes affect the Chicana community and cultural production--Provided by publisher.