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Virtual Worlds as Philosophical Tools
  • Language: en
  • Pages: 325

Virtual Worlds as Philosophical Tools

  • Type: Book
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  • Published: 2015-07-14
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  • Publisher: Springer

Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as Philosophical Tools tries to answer these questions from a perspective that combines philosophy of technology with videogame design.

Virtual Existentialism
  • Language: en
  • Pages: 149

Virtual Existentialism

This book explores what it means to exist in virtual worlds. Chiefly drawing on the philosophical traditions of existentialism, it articulates the idea that — by means of our technical equipment and coordinated practices — human beings disclose contexts or worlds in which they can perceive, feel, act, and think. More specifically, this book discusses how virtual worlds allow human beings to take new perspectives on their values and beliefs, and explore previously unexperienced ways of being. Virtual Existentialism will be useful for scholars working in the fields of philosophy, anthropology, media studies, and digital game studies.

Fictional Games
  • Language: en
  • Pages: 217

Fictional Games

What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some im...

The Clouds
  • Language: en
  • Pages: 207

The Clouds

On a slow autumn afternoon, an atmospheric physicist working at the Malta Weather Station receives a surprising email from a colleague working in the United Kingdom: something troubling has apparently been detected during one of their research flights. The ensuing meteorological mystery is the starting point for the science fiction novella The Clouds. Alongside the novella, this book features three essays written by the same author that discuss in a more explicit and conventional way three philosophical ideas showcased in The Clouds: the expressive use of fictional games within fictional worlds; the possibility for existential meaning within simulated universes; and the unnatural narratological trope of "unhappening." With its unique format, this book is a fresh reflection on the mediatic form of philosophy and a compelling argument for the philosophical value of fiction.

The World Is Born From Zero
  • Language: en
  • Pages: 206

The World Is Born From Zero

The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.

Imagining Multispecies Worlds
  • Language: en
  • Pages: 360

Imagining Multispecies Worlds

It can be considered the most systemic, deadly, and all-encompassing form of institutional violence that currently exists: speciesism, the oppression and exploitation of other animals. For most people on our planet, speciesism is something completely normalized, justified, and encouraged through many facets of dominant cultures. The field of critical/political animal studies, and other fields that challenge anthropocentrism, have already thoroughly problematized, questioned, and analyzed speciesist practices, but one topic receives little academic attention: what can a counter-concept to speciesism contain, without saying what it is not? This thesis is concerned with imagining ‘multispecie...

Perspectives on the European Videogamehb
  • Language: en

Perspectives on the European Videogamehb

  • Type: Book
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  • Published: 2021-12-20
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  • Publisher: Unknown

1. Despite the creative and innovative strength of European videogame companies, the study of the European videogame, as well as of the European gaming culture, is still a rather unexplored field. 2. This book includes and emphasises a supranational perspective on the European videogame, unlike other previous works focused on specific national cases. 3. Very often, the link Europe-videogames has been addressed through the question of the representations of Europe and, especially, European history (with World War II as the most common case). This book includes the question of representations of Europe but it doesn't limit itself to it, paying also attention to the design styles and approaches of European creators.

Livestock and Literature
  • Language: en
  • Pages: 440

Livestock and Literature

This book explores the past and current traces that cows, pigs, chickens, and other animals used by humans have left in Anglophone literary fiction. In times of accelerated global warming, an acute pandemic, and breakthroughs in bioengineering practices, discussions on how to rethink the relationships to these animals have become as heated as perhaps never before. Livestock and Literature examines what literature has to contribute to these debates. In particular, it draws on counter-narratives to so-called livestock animals’ commodification in selected science- and speculative fiction (SF) works from the twenty-first century. These texts imagine ‘what if’ scenarios where "livestock" pr...

Creativity in the Digital Age
  • Language: en
  • Pages: 269

Creativity in the Digital Age

  • Type: Book
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  • Published: 2015-04-02
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  • Publisher: Springer

This edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments. Since we rely on our senses to understand our world, perhaps of more significance is that technologies through 3D printing are returning from the digital to the physical world. Written by an interdisciplinary group of researchers this thought provoking book will appeal to academics and students from a wide range of backgrounds working or interested in the technologies that are shaping our experiences of the future.

Subversion and Conformity of Literary Collage
  • Language: en
  • Pages: 158

Subversion and Conformity of Literary Collage

Subversion and Conformity of Literary Collage: Between Cut and Glue fills a gap in the current scholarship on literary collage, by addressing how different the interpretations of the concept are, depending on the author who uses the concept and the material and writers surveyed. The book studies writers who employed literary collage during the twentieth and twenty-first centuries, some whose works have been intensely analyzed from this perspective (William S. Burroughs and Walter Benjamin), but also some whose collage-writing style has recently been investigated by writers, being usually placed under the umbrella term of artist books (Stelio Maria Martini).