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This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, ...
Celebrate Nintendo’s Game Boy Advance in this video game history that traces the handheld’s network of hardware and software afterlives! In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan “Who Are You?”—asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players’ nostalgic connections to earlier ones. Today, nearly 2 decades after its release, and despite the development of newer and more powerful systems, Nintendo’s Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, ...
How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-lengt...
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.
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Zusammenfassung: This book is a collection of newly commissioned essays by established and emerging scholars that maps out the current landscape of experimental cinema studies and sets agendas for future work in the field. Introducing new critical methodologies and calling overdue attention to neglected artists, regions, and topics, the contributions to this volume reassess and reassert experimental cinema as a site of formal exploration and interrogation as well as resistance to institutional, political, and social norms. This collection articulates what it means for experimental cinema to be these things in the contemporary moment, staking out new directions in thinking about the subject n...
This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.
In recent decades, the importance of sound for remembering the past and for creating a sense of belonging has been increasingly acknowledged. We keep "sound souvenirs" such as cassette tapes and long play albums in our attics because we want to be able to recreate the music and everyday sounds we once cherished. Artists and ordinary listeners deploy the newest digital audio technologies to recycle past sounds into present tunes. Sound and memory are inextricably intertwined, not just through the commercially exploited nostalgia on oldies radio stations, but through the exchange of valued songs by means of pristine recordings and cultural practices such as collecting, archiving and listing. This book explores several types of cultural practices involving the remembrance and restoration of past sounds. At the same time, it theorizes the cultural meaning of collecting, recycling, reciting, and remembering sound and music.