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Metagaming
  • Language: en
  • Pages: 422

Metagaming

The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play ...

Generation Zombie
  • Language: en
  • Pages: 270

Generation Zombie

  • Type: Book
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  • Published: 2011-07-25
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  • Publisher: McFarland

Growing from their early roots in Caribbean voodoo to their popularity today, zombies are epidemic. Their presence is pervasive, whether they are found in video games, street signs, hard drives, or even international politics. These eighteen original essays by an interdisciplinary group of scholars examine how the zombie has evolved over time, its continually evolving manifestations in popular culture, and the unpredictable effects the zombie has had on late modernity. Topics covered include representations of zombies in films, the zombie as environmental critique, its role in mass psychology and how issues of race, class and gender are expressed through zombie narratives. Collectively, the work enhances our understanding of the popularity and purposes of horror in the modern era. Instructors considering this book for use in a course may request an examination copy here.

A Scary Little Christmas
  • Language: en
  • Pages: 371

A Scary Little Christmas

  • Type: Book
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  • Published: 2022-06-07
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  • Publisher: McFarland

Controversial yet beloved among audiences, Christmas-themed horror movies emerged in the early 1970s and gained a notorious reputation with Silent Night, Deadly Night (1984), depicting Santa as an ax-wielding maniac. Some parents and conservative groups condemned the film, while others embraced the portrayal of Yuletide as a backdrop for fear and dread. Drawing on interviews with directors, producers, special effects artists, photographers and actors, this book celebrates the sordid, colorful history of the Christmas horror subgenre. Psycho Santa films such as Christmas Evil (1980) and 3615 code Pere Noel (1989) are examined, along with "Yule-Die" slashers like The Dorm that Dripped Blood (1982), Black Christmas (1974) and Silent Night, Bloody Night (1972). Commercial successes like Gremlins (1984) and Rare Exports: A Christmas Tale (2010) are covered, as well as more recent releases such as Better Watch Out (2016), Red Christmas (2016) and Deathcember (2019). Rare photographs, promotional materials and an annotated filmography are provided.

Post-Apocalyptic Patriarchy
  • Language: en
  • Pages: 195

Post-Apocalyptic Patriarchy

  • Type: Book
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  • Published: 2018-10-12
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  • Publisher: McFarland

Twenty-first century American television series such as Revolution, Falling Skies, The Last Ship and The Walking Dead have depicted a variety of doomsday scenarios--nuclear cataclysm, rogue artificial intelligence, pandemic, alien invasion or zombie uprising. These scenarios speak to longstanding societal anxieties and contemporary calamities like 9/11 or the avian flu epidemic. Questions about post-apocalyptic television abound: whose voices are represented? What tomorrows are they most afraid of? What does this tell us about the world we live in today? The author analyzes these speculative futures in terms of gender, race and sexuality, revealing the fears and ambitions of a patriarchy in flux, as exemplified by the "return" to a mythical American frontier where the white male hero fights for survival, protects his family and crafts a new world order based on the old.

Debugging Game History
  • Language: en
  • Pages: 465

Debugging Game History

  • Type: Book
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  • Published: 2024-02-06
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  • Publisher: MIT Press

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodi...

Gaming Democracy
  • Language: en
  • Pages: 239

Gaming Democracy

  • Type: Book
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  • Published: 2024-10-15
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  • Publisher: MIT Press

How play and gaming culture have mainstreamed far right ideology through social media platforms. From #Gamergate to the ongoing Big Lie, the far right has gone mainstream. In Gaming Democracy, Adrienne Massanari tracks the flames of toxicity found in the far right and “alt-right” movements as they increasingly take up oxygen in American and global society. In this pathbreaking contribution to the fields of internet studies, game studies, and gender studies, Massanari argues that Silicon Valley’s emphasis on meritocracy and free speech absolutism has driven this rightward slide. These ideologies have been coded into social media spaces that implicitly silence marginalized communities an...

Twining
  • Language: en
  • Pages: 432

Twining

Hypertext is now commonplace: links and linking structure nearly all of our experiences online. Yet the literary, as opposed to commercial, potential of hypertext has receded. One of the few tools still focused on hypertext as a means for digital storytelling is Twine, a platform for building choice-driven stories without relying heavily on code. In Twining, Anastasia Salter and Stuart Moulthrop lead readers on a journey at once technical, critical, contextual, and personal. The book's chapters alternate careful, stepwise discussion of adaptable Twine projects, offer commentary on exemplary Twine works, and discuss Twine's technological and cultural background. Beyond telling the story of Twine and how to make Twine stories, Twining reflects on the ongoing process of making. "While there have certainly been attempts to study Twine historically and theoretically... no single publication has provided such a detailed account of it. And no publication has even attempted to situate Twine amongst its many different conversations and traditions, something this book does masterfully." --James Brown, Rutgers University, Camden

Becoming Human Amid Diversions
  • Language: en
  • Pages: 296

Becoming Human Amid Diversions

This book develops a philosophy of the predominant yet obtrusive aspects of digital culture, arguing that what seems like insignificant distractions of digital technology ​- such as video games, mindless browsing, cute animal imagery, political memes, and trolling - are actually keyed into fundamental aspects of evolution. These elements are commonly framed as distractions in an economy of attention and this book approaches them with the prospect of understanding their attraction, from the starting point of diversions. Diversions designate not simply shifting states of attention but characterize the direction of any system on a different course, a theoretical perspective which makes it pos...

The Emergence of the Digital Humanities
  • Language: en
  • Pages: 224

The Emergence of the Digital Humanities

  • Type: Book
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  • Published: 2013-08-15
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  • Publisher: Routledge

The past decade has seen a profound shift in our collective understanding of the digital network. What was once understood to be a transcendent virtual reality is now experienced as a ubiquitous grid of data that we move through and interact with every day, raising new questions about the social, locative, embodied, and object-oriented nature of our experience in the networked world. In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links toge...

Monsters in the Classroom
  • Language: en
  • Pages: 262

Monsters in the Classroom

  • Type: Book
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  • Published: 2017-03-03
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  • Publisher: McFarland

Exploring the pedagogical power of the monstrous, this collection of new essays describes innovative teaching strategies that use our cultural fascination with monsters to enhance learning in high school and college courses. The contributors discuss the implications of inviting fearsome creatures into the classroom, showing how they work to create compelling narratives and provide students a framework for analyzing history, culture, and everyday life. Essays explore ways of using the monstrous to teach literature, film, philosophy, theater, art history, religion, foreign language, and other subjects. Some sample syllabi, assignments, and class materials are provided.