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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 ...
This book · includes contributions from a diverse, international range of scholars and practitioners and this volume examines the ways laboratories of all kinds contribute to digital research and pedagogy. · Acknowledging that they are emerging amid varied cultural and scientific traditions, the volume considers how they lead to the specification of digital humanities and how a locally situated knowledge production is embedded in the global infrastructure system. · consolidates the discussion on the role of the laboratory in DH and brings digital humanists into the interdisciplinary debate concerning the notion of a laboratory as a critical site in the generation of experimental knowledge...
Feminism in Play focuses on women as they are depicted in video games, as participants in games culture, and as contributors to the games industry. This volume showcases women’s resistance to the norms of games culture, as well as women’s play and creative practices both in and around the games industry. Contributors analyze the interconnections between games and the broader societal and structural issues impeding the successful inclusion of women in games and games culture. In offering this framework, this volume provides a platform to the silenced and marginalized, offering counter-narratives to the post-racial and post-gendered fantasies that so often obscure the violent context of production and consumption of games culture.
ASTROBIOLOGY This unique book advances the frontier discussion of a wide spectrum of astrobiological issues on scientific advances, space ethics, social impact, religious meaning, and public policy formulation. Astrobiology is an exploding discipline in which not only the natural sciences, but also the social sciences and humanities converge. Astrobiology: Science, Ethics, and Public Policy is a multidisciplinary book that presents different perspectives and points of view by its contributing specialists. Epistemological, moral and political issues arising from astrobiology, convey the complexity of challenges posed by the search for life elsewhere in the universe. We ask: if a convoy of col...
Music and Sonic Environments in Video Games brings together a range of perspectives that explore how music and sound in video games interact with virtual and real environments, often in innovative and unexpected ways. Drawing on a range of game case studies and disciplinary perspectives, the contributors consider the sonic environment in games as its own storytelling medium. Highlighting how dynamic video game soundscapes respond to players’ movements, engage them in collaborative composition, and actively contribute to worldbuilding, the chapters discuss topics including genre conventions around soundscape design, how sonic environments shape players’ perceptions, how game sound and mus...
The fourth edition of an authoritative overview, with all new chapters that capture the state of the art in a rapidly growing field. Science and Technology Studies (STS) is a flourishing interdisciplinary field that examines the transformative power of science and technology to arrange and rearrange contemporary societies. The Handbook of Science and Technology Studies provides a comprehensive and authoritative overview of the field, reviewing current research and major theoretical and methodological approaches in a way that is accessible to both new and established scholars from a range of disciplines. This new edition, sponsored by the Society for Social Studies of Science, is the fourth i...
Digital history is commonly argued to be positioned between the traditionally historical and the computational or digital. By studying digital history collaborations and the establishment of the Luxembourg Centre for Contemporary and Digital History, Kemman examines how digital history will impact historical scholarship. His analysis shows that digital history does not occupy a singular position between the digital and the historical. Instead, historians continuously move across this dimension, choosing or finding themselves in different positions as they construct different trading zones through cross-disciplinary engagement, negotiation of research goals and individual interests.
Recommendations from the scientific community to ensure that the development and use of AI honors scientific norms In late 2022, OpenAI released ChatGPT, an AI chatbot capable of generating conversational answers and analyses, as well as images, in response to user questions and prompts. This generative AI is built with computational procedures, such as large language models, that train on vast bodies of human-created and curated data, including huge amounts of scientific literature. Since then, the worry that AI may someday outsmart humans has only grown more widespread. In the past, as society grappled with the implications of new technologies—ranging from nuclear energy to recombinant D...
The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would rein...
Widely regarded by critics and fans as one of the best games ever produced for the Sony Playstation, The Last of Us is remarkable for offering players a narratively rich experience within the parameters of cultural and gaming genres that often prioritize frenetic violence by straight white male heroes. The Last of Us is also a milestone among mainstream, big-budget (AAA) games because its development team self-consciously intervened in videogames’ historical exclusion of women and girls by creating complex and agentive female characters. The game’s co-protagonist, Ellie, is a teenage girl who is revealed to be queer in The Last of Us: Left Behind (DLC, 2014) and The Last of Us II (2020)....