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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.

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.

Architectonics of Game Spaces

Architectonics of Game Spaces PDF Author: Andri Gerber
Publisher: transcript Verlag
ISBN: 3839448026
Category : Architecture
Languages : en
Pages : 346

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Book Description
What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.

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.

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 : 259

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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.

Digital Games as History

Digital Games as History PDF Author: Adam Chapman
Publisher: Routledge
ISBN: 1317553861
Category : Social Science
Languages : en
Pages : 302

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Book Description
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

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.

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.

Halos and Avatars

Halos and Avatars PDF Author: Craig Detweiler
Publisher: Westminster John Knox Press
ISBN: 1611640040
Category : Religion
Languages : en
Pages : 224

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Book Description
Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society's obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.