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Queerness in Play
  • Language: en
  • Pages: 282

Queerness in Play

  • Type: Book
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  • Published: 2018-10-19
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  • Publisher: Springer

Queerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.

The Weight of Images
  • Language: en
  • Pages: 255

The Weight of Images

  • Type: Book
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  • Published: 2016-02-17
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  • Publisher: Routledge

The Weight of Images explores the ways in which media images can train their viewers’ bodies. Proposing a shift away from an understanding of spectatorship as being constituted by acts of the mind, this book favours a theorization of relations between bodies and images as visceral, affective engagements that shape our body image - with close attention to one particularly charged bodily characteristic in contemporary western culture: fat. The first mapping of the ways in which fat, gendered bodies are represented across a variety of media forms and genres, from reality television to Hollywood movies, from TV sitcoms to documentaries, from print magazine and news media to online pornography,...

A LUDIC SOCIETY
  • Language: en
  • Pages: 451

A LUDIC SOCIETY

Contemporary game scholarship offers a broad palette of theories and methods inherited from such fields as sociology and communication studies, experimental sciences, literary analysis, educational sciences and cultural critique. At large, this inherently interdisciplinary research aims for a holistic perspective on the 'LUDIC SOCIETY'. With that in mind, this book is organized into four sections that present related and often intertwined ideas and observations about the ways we manifest ourselves in games and play, how games represent us in the present and in the past, how games and play change us, and what it all may mean for contemporary society. This book invites readers to engage with the key challenges of a ludic society, explore new perspectives and initiate fruitful discussions. It is aimed at both passionate game scholars and all those who want to get a first taste of the multifaceted research field of game studies.

The Routledge Handbook of Financial Literacy
  • Language: en
  • Pages: 561

The Routledge Handbook of Financial Literacy

Financial literacy and financial education are not new topics, even though interest in these topics among policymakers, financial authorities, and academics continues to grow. The Routledge Handbook of Financial Literacy provides a comprehensive reference work that addresses both research perspectives and practical applications to financial education. This is the first volume to summarize the milestones of research in financial literacy from multiple perspectives to offer an overview. The book is organized into six parts. The first three parts provide a conceptual framework, which discusses what financial literacy is, how it should be measured, and explains why it represents a relevant topic...

Transgression in Games and Play
  • Language: en
  • Pages: 328

Transgression in Games and Play

  • Type: Book
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  • Published: 2019-02-05
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  • Publisher: MIT Press

Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The co...

Challenging the Right, Augmenting the Left
  • Language: en
  • Pages: 273

Challenging the Right, Augmenting the Left

What does the future hold for the left? How does the left adapt to, and prepare for, the crises of our time? In moments of crisis it is always important to rethink longstanding assumptions, jettison wishful thinking and dated ideas, and recover wisdom from the past. In so doing, we have the opportunity to plot a new way forward. The authors of this edited collection do just this: putting forward a diversity of approaches and issues to strategize for the work that awaits us in the 2020s, particularly in the struggle against capitalism, climate change and the far right. Working within five major thematic areas, the contributors examine how to engage working class people in anti-capitalist stru...

Playing with Sound
  • Language: en
  • Pages: 199

Playing with Sound

  • Type: Book
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  • Published: 2013-01-11
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  • Publisher: MIT Press

An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to ps...

Bastard Culture!
  • Language: en
  • Pages: 251

Bastard Culture!

The computer and particularly the Internet have been represented as enabling technologies, turning consumers into users and users into producers. The unfolding online cultural production by users has been framed enthusiastically as participatory culture. But while many studies of user activities and the use of the Internet tend to romanticize emerging media practices, this book steps beyond the usual framework and analyzes user participation in the context of accompanying popular and scholarly discourse, as well as the material aspects of design, and their relation to the practices of design and appropriation.

Fifty Years of Dungeons & Dragons
  • Language: en
  • Pages: 387

Fifty Years of Dungeons & Dragons

  • Type: Book
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  • Published: 2024-11-19
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  • Publisher: MIT Press

On the fiftieth anniversary of Dungeons & Dragons, a collection of essays that explores and celebrates the game’s legacy and its tremendous impact on gaming and popular culture. In 2024, the enormously influential tabletop role-playing game Dungeons & Dragons—also known as D&D—celebrates its fiftieth anniversary. To mark the occasion, editors Premeet Sidhu, Marcus Carter, and José Zagal have assembled an edited collection that celebrates and reflects on important parts of the game’s past, present, and future. Each chapter in Fifty Years of Dungeons & Dragons explores why the nondigital game is more popular than ever—with sales increasing 33 percent during the COVID-19 pandemic, de...

Digital Contagions
  • Language: en
  • Pages: 344

Digital Contagions

  • Categories: Art
  • Type: Book
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  • Published: 2007
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  • Publisher: Peter Lang

Digital Contagions is the first book to offer a comprehensive and critical analysis of the culture and history of the computer virus phenomenon. The book maps the anomalies of network culture from the angles of security concerns, the biopolitics of digital systems, and the aspirations for artificial life in software. The genealogy of network culture is approached from the standpoint of accidents that are endemic to the digital media ecology. Viruses, worms, and other software objects are not, then, seen merely from the perspective of anti-virus research or practical security concerns, but as cultural and historical expressions that traverse a non-linear field from fiction to technical media, from net art to politics of software. Jussi Parikka mobilizes an extensive array of source materials and intertwines them with an inventive new materialist cultural analysis. Digital Contagions draws from the cultural theories of Gilles Deleuze and Félix Guattari, Friedrich Kittler, and Paul Virilio, among others, and offers novel insights into historical media analysis.