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Teaching Writing Through Theatre
  • Language: en
  • Pages: 196

Teaching Writing Through Theatre

None

The Performance of Video Games
  • Language: en
  • Pages: 231

The Performance of Video Games

  • Type: Book
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  • Published: 2022-10-27
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  • Publisher: McFarland

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

The Tabletop Revolution
  • Language: en
  • Pages: 256

The Tabletop Revolution

  • Type: Book
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  • Published: 2023-12-15
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  • Publisher: McFarland

This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.

The Minds Behind PlayStation 2 Games
  • Language: en
  • Pages: 245

The Minds Behind PlayStation 2 Games

  • Type: Book
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  • Published: 2023-02-09
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  • Publisher: McFarland

Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.

Beyond Ridiculous
  • Language: en
  • Pages: 210

Beyond Ridiculous

Beyond Ridiculous tells the story of Theatre-in-Limbo, a downtown band of actors formed in 1984 by director Kenneth Elliott and playwright and drag legend Charles Busch. They launched Vampire Lesbians of Sodom at the Limbo Lounge, a raffish club in the fringes of the East Village, but it would later become the longest-running non-musical in off-Broadway history. From 1984 to 1991, Busch starred in eight Limbo productions, always in outrageously fabulous drag. In Beyond Ridiculous, Elliott narrates in first-person the company’s Cinderella tale of fun, heartbreak, and dishy drama. At the center of the book is a young Charles Busch, an unforgettable personality fighting to be seen, be heard, and express his unique style as a writer-performer in plays such as Psycho Beach Party and The Lady in Question. The tragedy of AIDS among treasured friends in the company, the struggle for mainstream acceptance of LGBTQ+ theatre during the reign of President Ronald Reagan, and the exploration of new ways of being a gay theatre artist make the book a bittersweet and joyous ride.

Video Games and Environmental Humanities
  • Language: en
  • Pages: 274

Video Games and Environmental Humanities

None

The Taylor Mac Book
  • Language: en
  • Pages: 320

The Taylor Mac Book

Brings together the voices of scholars, critics, and artists to celebrate the genius of Taylor Mac

Theatre History Studies 2022, Vol 41
  • Language: en
  • Pages: 225

Theatre History Studies 2022, Vol 41

The official journal of the Mid-America Theatre Conference Theatre History Studies is the official journal of the Mid-America Theatre Conference, Inc. (MATC). The conference is dedicated to the growth and improvement of all forms of theatre throughout a twelve-state region that includes the states of Illinois, Iowa, Nebraska, Kansas, Missouri, Minnesota, North Dakota, South Dakota, and Wisconsin. Its purposes are to unite people and organizations within this region and elsewhere who have an interest in theatre and to promote the growth and development of all forms of theatre. Published annually since 1981, Theatre History Studies provides critical, analytical, and descriptive essays on all a...

Symptoms of the Self
  • Language: en
  • Pages: 313

Symptoms of the Self

Symptoms of the Self offers the first full study of the stage consumptive. In the nineteenth and early twentieth centuries in France, Britain, and North America, tuberculosis was a leading killer. Its famous dramatic and operatic victims—Marguerite Gautier in La Dame aux Camélias and her avatar Violetta in La Traviata, Mimì in La Bohème, Little Eva in Uncle Tom’s Cabin, and Edmund Tyrone in Long Day’s Journey into Night, to name but a few—are among the most iconic figures of the Western stage. Its classic symptoms, the cough and the blood-stained handkerchief, have become global performance shorthand for life-threatening illness. The consumptive character became a vehicle through which standards of health, beauty, and virtue were imposed; constructions of class, gender, and sexuality were debated; the boundaries of nationhood were transgressed or maintained; and an exceedingly fragile whiteness was held up as a dominant social ideal. By telling the story of tuberculosis on the transatlantic stage, Symptoms of the Self uncovers some of the wellsprings of modern Western theatrical practice—and of ideas about the self that still affect the way human beings live and die.

A New Virtual Ethics
  • Language: en
  • Pages: 239

A New Virtual Ethics

  • Type: Book
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  • Published: 2024-10-08
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  • Publisher: McFarland

We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. This book focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement.