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This collection explores what the social and philosophical aspects of veganism offer to critical theory. Bringing together leading and emerging scholars working in animal studies and critical animal studies, Thinking Veganism in Literature and Culture shows how the experience of being vegan, and the conditions of thought fostered by veganism, pose new questions for work across multiple disciplines. Offering accounts of veganism which move beyond contemporary conceptualizations of it as a faddish dietary preference or set of proscriptions, it explores the messiness and necessary contradictions involved in thinking about or practicing a vegan way of life. By thinking through as well as about veganism, the project establishes the value of a vegan mode of reading, writing, looking, and thinking.
Locating Emerging Media focuses on the tensions between the local and global in the design, distribution, and use of emerging media forms, building on scholarship on the cultural geography of new media networks and products and the relationships between the "global" and the "local." Authors consider new media practices, texts, services, software, policies, infrastructures, and design discourses that enrich existing relationships between creative industries and cultures of production, reception, and engagement. This consideration highlights the relationships between global and local perspectives and new media technologies and practices emerging within (and through) the geography and culture of particular places. Areas examined include East Asia, Latin America, Africa, Europe, South Asia, the Pacific Islands, and the Middle East. Through all is the recognition that what is new or emergent around the globe is unique in each locality.
Throughout Electronic Plastic, Jaro Gielens presents the highlights of his outstanding 400-piece collection. The layout is by Büro Destruct's Lopetz, a latent computer addict himselv, and author Uwe Schütte puts us in the mood through his atmospheric introduction.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an ...
This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offer...
“Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodi...
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An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectiv...