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A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video game...
"The purpose of this book is to consolidate the author's far-flung publications into a single work to give students and scholars the opportunity to read and teach his scholarly output as a single corpus of thought. This book offers the author's most significant pieces on game history, game historiography, software preservation, software collections, virtual worlds/machinima, play-capture, and documentation"--
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and playe...
This book is an introduction to cosplay as a subculture and community, built around playful spaces and the everyday practices of crafting costumes, identities, and performances. Drawing on new and original ethnographic data, as well as the innovative use of arts-led research, this book adds to our understanding of a popular, global cultural practice. In turn, this pushes forward our understanding of play, fan practices, subcultures, practice-led research, and uses of urban spaces. Cosplay and the Art of Play offers a significant addition to key contemporary debates on the meaning and uses of popular culture in the 21st century, and will be of importance to students and scholars interested in communities, fandom, identity, leisure, participatory cultures, performance, and play.
Illustrates artistic expressions made with an emphasis on videogames. Text in English and Italian.
Investigating the changing forms and dynamics of the artisanal and craft sector, this timely book considers the opportunities, challenges and uncertainties associated with artisanal businesses in new economic times. An international range of case studies is used to demonstrate that the sector must harness the transformational opportunities of technological innovation to ensure future viability and vitality.
In the past, most studies on Pre-Roman societies in Italy (1st millennium BCE) focused on the elites, their representation and cultural contacts. The aim of this volume is to look at dependent and marginalized social groups, which are less visible and often even difficult to define (slaves, servants, freedmen, captives, 'foreigners', athletes, women, children etc.). The methodological challenges connected to the study of such heterogeneous and scattered sources are addressed. Is the evidence representative enough for defining different forms of dependencies? Can we rely on written and pictorial sources or do they only reflect Greek and Roman views and iconographic conventions? Which social groups can't be traced in the literary and archaeological record? For the investigation of this topic, we combined historical and epigraphical studies (Greek and Roman literary sources, Etruscan inscriptions) with material culture studies (images, sanctuaries, necropoleis) including anthropological and bioarchaeological methods. These new insights open a new chapter in the study of dependency and social inequality in the societies of Pre-Roman Italy.
This book reports on innovative research and practices in contemporary design, showing how to integrate different concepts and discussing the emerging role of design in different field, its meaning for humans and citizens, as well as its impact on society and the global ecosystem. Gathering the best papers from Senses & Sensibility, held on December 9-11, 2021 in Bari, Italy, it highlights the role of design in fostering education, physical and social wellbeing, industrial innovation and cultural preservation, as well as inclusivity, sustainability and communication in a world facing complex challenges on a global scale.