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eGods: Faith Versus Fantasy in Computer Gaming, Bainbridge William Sims


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Автор: Bainbridge William Sims
Название:  eGods: Faith Versus Fantasy in Computer Gaming
ISBN: 9780199935833
Издательство: Oxford Academ
Издательство: Oxford University Press, USA
Классификация:



ISBN-10: 0199935831
Обложка/Формат: Paperback
Страницы: 328
Вес: 0.44 кг.
Дата издания: 26.03.2013
Язык: English
Размер: 23.55 x 15.52 x 2.26 cm
Читательская аудитория: General (us: trade)
Подзаголовок: Faith versus fantasy in computer gaming
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: США
Описание: William Bainbridge contends that the worlds of massively multiplayer online roleplaying games provide a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles.


Woke Gaming: Digital Challenges to Oppression and Social Injustice

Автор: Kishonna L. Gray, David J. Leonard
Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice
ISBN: 0295744189 ISBN-13(EAN): 9780295744186
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 13794.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.

Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.

In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds

Автор: Gunkel David
Название: Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds
ISBN: 0253035724 ISBN-13(EAN): 9780253035721
Издательство: Mare Nostrum (Eurospan)
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Цена: 10659.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

Global esports: Transformation of Cultural Perceptions of Competitive Gaming

Автор: Dal Yong Jin
Название: Global esports: Transformation of Cultural Perceptions of Competitive Gaming
ISBN: 150136877X ISBN-13(EAN): 9781501368776
Издательство: Bloomsbury Academic
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Цена: 17424.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Global esports explores the recent surge of esports in the global scene and comprehensively discusses people’s understanding of this spectacle. By historicizing and institutionalizing esports, the contributors analyze the rapid growth of esports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why esports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of esports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy esports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global esports culture.

Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds

Автор: Gunkel David
Название: Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds
ISBN: 0253035716 ISBN-13(EAN): 9780253035714
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 4514.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

Woke Gaming: Digital Challenges to Oppression and Social Injustice

Автор: Gray Kishonna L., Leonard David J.
Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice
ISBN: 0295744170 ISBN-13(EAN): 9780295744179
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 3762.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.

Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.

In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.

Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience

Автор: Boulter Jonathan
Название: Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience
ISBN: 0814334881 ISBN-13(EAN): 9780814334881
Издательство: Mare Nostrum (Eurospan)
Рейтинг:
Цена: 4137.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic “world” of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, Bioshock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman—the games are “about” subjects whose physical and intellectual capacities are extended through machine or other prosthetic means—and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.


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