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Levelling Up: The Cultural Impact of Contemporary Videogames
  • Language: en
  • Pages: 173

Levelling Up: The Cultural Impact of Contemporary Videogames

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

This volume was first published by Inter-Disciplinary Press in 2016. Videogames have come a long way from Super Mario Bros and Pong. After thirty years of technological advancements and academic criticisms, videogames have become a fertile ground for social change and virtual identity creation. Where big game companies like Bioware, Bethesda, and Rockstar Games have begun to include more inclusive narratives, independent game companies are beginning to delve into the field of ‘serious games,’ capitalising on the popularity and prevalence of social networking to inspire and assist non-game-related fields. While all of this is happening, a new subculture has become to dominate social media: that of the fanboy and the Let’s Play YouTube video phenomenon. It is a dynamic time in videogame studies, from the perspective of player, designer and theorist. However, with the advent of virtual reality, the question remains: where will videogames, and subsequently our society, ‘level up’ to next?

The Politics of Serial Television Fiction
  • Language: en
  • Pages: 433

The Politics of Serial Television Fiction

Fictional TV politics played a pivotal role in the popular imaginaries of the 2010s across cultures. Examining this curious phenomenon, Sebastian Naumann provides a wide-ranging analysis of the rapidly evolving landscape of contemporary polit-series. Proposing a novel structural model of serial television, he offers an innovative methodological framework for comparative textual analysis that integrates sociocultural, economic, sociotechnical, narratological, and aesthetic perspectives. This study furthermore explores how the changing affordances of (nonlinear) television impact serial storytelling and identifies key narrative trends and recurring themes in contemporary TV polit-fiction.

Computer Games and New Media Cultures
  • Language: en
  • Pages: 694

Computer Games and New Media Cultures

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conf...

Logic and structure of the computer game
  • Language: en
  • Pages: 243

Logic and structure of the computer game

The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of & lsquo;mediality & rsquo;, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure.

Machine Art in the Twentieth Century
  • Language: en
  • Pages: 400

Machine Art in the Twentieth Century

  • Categories: Art
  • Type: Book
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  • Published: 2016-12-23
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  • Publisher: MIT Press

An investigation of artists' engagement with technical systems, tracing art historical lineages that connect works of different periods. “Machine art” is neither a movement nor a genre, but encompasses diverse ways in which artists engage with technical systems. In this book, Andreas Broeckmann examines a variety of twentieth- and early twenty-first-century artworks that articulate people's relationships with machines. In the course of his investigation, Broeckmann traces historical lineages that connect art of different periods, looking for continuities that link works from the end of the century to developments in the 1950s and 1960s and to works by avant-garde artists in the 1910s and...

Sovereignty through Practice
  • Language: en
  • Pages: 312

Sovereignty through Practice

This book explores how actors practise sovereignty as a force in a multiscalar context. Among the various power structures that perform sovereignty, such as the head of state, a legislative body, or the military, one aspect is clear: the practice of sovereignty relies upon people at multiple levels - better portrayed as scales - of authority. This book focuses on actors – the people who bring sovereignty to life, who imbue it with meaning, and who are ultimately responsible for its practice. With that perspective, the volume interprets various case studies, such as Russian approaches to sovereignty in its leadership and Central Bank, Scottish parties' discourses, and NATO command structure...

Gaming Matters
  • Language: en
  • Pages: 168

Gaming Matters

In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.

Concepts of War, 1650-1900
  • Language: en
  • Pages: 237

Concepts of War, 1650-1900

  • Type: Book
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  • Published: 2023-02-17
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  • Publisher: BRILL

Why do people wage war? How can wars be won? How has warfare been an engine of change for human civilization—for better and for worse? In this book Paul Schuurman shows how some of the best Western minds between 1650 and 1900 tried to answer these questions in an epoch when European developments became a matter of global concern. In eight wide-ranging chapters he discusses the key concepts that philosophers and generals of this era developed to grasp and influence the dramatic phenomenon of war. Their concepts remain fresh and relevant down to the present day.

Automating Empathy
  • Language: en
  • Pages: 305

Automating Empathy

This is an open access title. It is made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 International license. It is available to read and download as a PDF version on the Oxford Academic platform. We live in a world where artificial intelligence and intensive use of personal data has become normalized. Companies across the world are developing and launching technologies to infer and interact with emotions, mental states, and human conditions. However, the methods and means of mediating information about people and their emotional states are incomplete and problematic. Automating Empathy offers a critical exploration of technologies that sense intimate dimen...

Language and Emotion. Volume 3
  • Language: en
  • Pages: 974

Language and Emotion. Volume 3

The Handbook consists of four major sections. Each section is introduced by a main article: Theories of Emotion – General Aspects Perspectives in Communication Theory, Semiotics, and Linguistics Perspectives on Language and Emotion in Cultural Studies Interdisciplinary and Applied Perspectives The first section presents interdisciplinary emotion theories relevant for the field of language and communication research, including the history of emotion research. The second section focuses on the full range of emotion-related aspects in linguistics, semiotics, and communication theories. The next section focuses on cultural studies and language and emotion; emotions in arts and literature, as w...