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Gaming and the Virtual Sublime

Gaming and the Virtual Sublime PDF Author: Matthew Spokes
Publisher: Emerald Group Publishing
ISBN: 9781838674328
Category : Computers
Languages : en
Pages : 228

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Book Description
Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.

Gaming and the Virtual Sublime

Gaming and the Virtual Sublime PDF Author: Matthew Spokes
Publisher: Emerald Group Publishing
ISBN: 9781838674328
Category : Computers
Languages : en
Pages : 228

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Book Description
Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.

Gaming and the Virtual Sublime

Gaming and the Virtual Sublime PDF Author: Matthew Spokes
Publisher: Emerald Group Publishing
ISBN: 1838674314
Category : Computers
Languages : en
Pages : 184

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Book Description
Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.

New Romantic Cyborgs

New Romantic Cyborgs PDF Author: Mark Coeckelbergh
Publisher: MIT Press
ISBN: 0262343096
Category : Science
Languages : en
Pages : 336

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Book Description
An account of the complex relationship between technology and romanticism that links nineteenth-century monsters, automata, and mesmerism with twenty-first-century technology's magic devices and romantic cyborgs. Romanticism and technology are widely assumed to be opposed to each other. Romanticism—understood as a reaction against rationalism and objectivity—is perhaps the last thing users and developers of information and communication technology (ICT) think about when they engage with computer programs and electronic devices. And yet, as Mark Coeckelbergh argues in this book, this way of thinking about technology is itself shaped by romanticism and obscures a better and deeper understanding of our relationship to technology. Coeckelbergh describes the complex relationship between technology and romanticism that links nineteenth-century monsters, automata, and mesmerism with twenty-first-century technology's magic devices and romantic cyborgs. Coeckelbergh argues that current uses of ICT can be interpreted as attempting a marriage of Enlightenment rationalism and romanticism. He describes the “romantic dialectic,” when this new kind of material romanticism, particularly in the form of the cyborg as romantic figure, seems to turn into its opposite. He shows that both material romanticism and the objections to it are still part of modern thinking, and part of the romantic dialectic. Reflecting on what he calls “the end of the machine,” Coeckelbergh argues that to achieve a more profound critique of contemporary technologies and culture, we need to explore not only different ways of thinking but also different technologies—and that to accomplish the former we require the latter.

Representations of the Post/human

Representations of the Post/human PDF Author: Elaine L. Graham
Publisher: Manchester University Press
ISBN: 9780719054426
Category : Biotechnology
Languages : en
Pages : 284

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Book Description
This work draws together a wide range of literature on contemporary technologies and their ethical implications. It focuses on advances in medical, reproductive, genetic and information technologies.

Seven Sublimes

Seven Sublimes PDF Author: David E. Nye
Publisher: MIT Press
ISBN: 0262369834
Category : Technology & Engineering
Languages : en
Pages : 232

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Book Description
A reconception of the sublime to include experiences of disaster, war, outer space, virtual reality, and the Anthropocene. We experience the sublime—overwhelming amazement and exhilaration—in at least seven different forms. Gazing from the top of a mountain at a majestic vista is not the same thing as looking at a city from the observation deck of a skyscraper; looking at images constructed from Hubble Space Telescope data is not the same as living through a powerful earthquake. The varieties of sublime experience have increased during the last two centuries, and we need an expanded terminology to distinguish between them. In this book, David Nye delineates seven forms of the sublime: natural, technological, disastrous, martial, intangible, digital, and environmental, which express seven different relationships to space, time, and identity. These forms of the sublime can be experienced at historic sites, ruins, cities, national parks, or on the computer screen. We find them in beautiful landscapes and gigantic dams, in battle and on battlefields, in images of black holes and microscopic particles. The older forms are tangible, when we are physically present and our senses are fully engaged; increasingly, others are intangible, mediated through technology. Nye examines each of the seven sublimes, framed by philosophy but focused on historical examples.

Playing War

Playing War PDF Author: Matthew Thomas Payne
Publisher: NYU Press
ISBN: 1479895105
Category : Social Science
Languages : en
Pages : 288

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Book Description
The culture that made military shooter video games popular and key in understanding the War on Terror. No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.

Green Media and Popular Culture

Green Media and Popular Culture PDF Author: John Parham
Publisher: Bloomsbury Publishing
ISBN: 1137009489
Category : Social Science
Languages : en
Pages : 336

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Book Description
This comprehensive survey of green media and popular culture introduces the reader to the key debates and theories surrounding green interpretations of popular film, television and journalism, as well as comedy, music, animation, and computer games. With stimulating and original case studies on U2, Björk, the animated films of Disney, the computer game Journey, and more, this engaging text reveals the complicated and often contradictory relationship between the media and environmentalism. Examining the ways in which green media can influence the public's awareness of environmental issues, this innovative textbook is a critical starting point for students of Media, Film and Cultural Studies, and anyone else researching and studying in the rapidly growing field of green media and cultural studies.

Every Game is an Island

Every Game is an Island PDF Author: Riccardo Fassone
Publisher: Bloomsbury Publishing USA
ISBN: 150131663X
Category : Social Science
Languages : en
Pages : 208

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Book Description
Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.

Ctrl-Alt-Play

Ctrl-Alt-Play PDF Author: Matthew Wysocki
Publisher: McFarland
ISBN: 0786470135
Category : Games & Activities
Languages : en
Pages : 227

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Book Description
The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.

The Encyclopedia of the Gothic, 2 Volume Set

The Encyclopedia of the Gothic, 2 Volume Set PDF Author: William Hughes
Publisher: John Wiley & Sons
ISBN: 1119064600
Category : Literary Criticism
Languages : en
Pages : 882

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Book Description
THE ENCYCLOPEDIA OF THE GOTHIC “Well written and interesting [it is] a testament to the breadth and depth of knowledge about its central subject among the more than 130 contributing writers, and also among the three editors, each of whom is a significant figure in the field of gothic studies … A reference work that’s firmly rooted in and actively devoted to expressing the current state of academic scholarship about its area.” New York Journal of Books “A substantial achievement.” Reference Reviews Comprehensive and wide-ranging, The Encyclopedia of the Gothic brings together over 200 newly-commissioned essays by leading scholars writing on all aspects of the Gothic as it is currently taught and researched, along with challenging insights into the development of the genre and its impact on contemporary culture. The A-Z entries provide comprehensive coverage of relevant authors, national traditions, critical developments, and notable texts that continue to define, shape, and inform the genre. The volume’s approach is truly interdisciplinary, with essays by specialist international contributors whose expertise extends beyond Gothic literature to film, music, drama, art, and architecture. From Angels and American Gothic to Wilde and Witchcraft, The Encyclopedia of the Gothic is the definitive reference guide to all aspects of this strange and wondrous genre. The Wiley-Blackwell Encyclopedia of Literature is a comprehensive, scholarly, authoritative, and critical overview of literature and theory comprising individual titles covering key literary genres, periods, and sub-disciplines. Available both in print and online, this groundbreaking resource provides students, teachers, and researchers with cutting-edge scholarship in literature and literary studies.