A Performative Feel For The Game

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A Performative Feel for the Game

Author : Trygve B. Broch
Publisher : Springer Nature
Page : 218 pages
File Size : 48,5 Mb
Release : 2019-12-21
Category : Social Science
ISBN : 9783030351298

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A Performative Feel for the Game by Trygve B. Broch Pdf

Applying a cultural sociology of performance, this book interrogates how the meaning of sport intersects with gender. Trygve B. Broch points out uncertainties in the causal arguments made by key figures in the cultural studies tradition, instead advancing a meaning-centered study of sports as involving both a social and an athletic performance. Sports not only reflect or reverse social realities, but capture and keep our attention when we use and experience them as a means to reflect on social life, injustice, and hierarchy. More specifically, blending approaches from media studies with ethnography, Broch explores the women-dominated sport of handball in Norway, a country that considers gender equality a basis of democracy. As such, the analyses here show how broadly available meanings about sameness and equality are mediated and experienced through a performative feel for the game.

Performativity in Art, Literature, and Videogames

Author : Darshana Jayemanne
Publisher : Springer
Page : 331 pages
File Size : 53,7 Mb
Release : 2017-07-12
Category : Social Science
ISBN : 9783319544519

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Performativity in Art, Literature, and Videogames by Darshana Jayemanne Pdf

This book modifies the concept of performativity with media theory in order to build a rigorous method for analyzing videogame performances. Beginning with an interdisciplinary exploration of performative motifs in Western art and literary history, the book shows the importance of framing devices in orienting audiences’ experience of art. The frame, as a site of paradox, links the book’s discussion of theory with close readings of texts, which include artworks, books and videogames. The resulting method is interdisciplinary in scope and will be of use to researchers interested in the performative aspects of gaming, art, digital storytelling and nonlinear narrative.

The Ponytail

Author : Trygve B. Broch
Publisher : Springer Nature
Page : 235 pages
File Size : 42,8 Mb
Release : 2023-01-01
Category : Social Science
ISBN : 9783031207808

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The Ponytail by Trygve B. Broch Pdf

This open access book adopts a cultural sociology of materiality to explore the hallmark of the female athlete: the ponytail. Studying a wealth of news articles about ponytails in sports and society, Broch uncovers this hairstyle’s polyvocality and argues that it is a total social phenomenon. By separating his approach from the cultural studies tradition, Broch highlights how hair is imbued with codes, narratives, and myth that allow its wearers to understand, maneuver, and criticize social gender relations in deeply personal ways. Using multiple theories about hair, bodies, myths, and icons, he creates a multidimensional method to show how icons are imitated and used. As women navigate their practical lives, health issues, and gendered expectations, the ponytail materializes their dynamic maneuvering of cultural and social environments. Sporting a ponytail—itself an embodiment of movement—is filled with a performativity of social movements: a cultural kinetics that is never apolitical.

Encyclopedia of Sport Management

Author : Pedersen, Paul M.
Publisher : Edward Elgar Publishing
Page : 560 pages
File Size : 45,9 Mb
Release : 2021-12-14
Category : Sports & Recreation
ISBN : 9781800883284

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Encyclopedia of Sport Management by Pedersen, Paul M. Pdf

Bringing together preeminent international researchers, emerging scholars and practitioners, Paul M. Pedersen presents the comprehensive Encyclopedia of Sport Management, offering detailed entries for the critical concepts and topics in the field.

Screenplay

Author : Geoff King,Tanya Krzywinska
Publisher : Wallflower Press
Page : 242 pages
File Size : 49,9 Mb
Release : 2002
Category : Computer games
ISBN : 190336423X

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Screenplay by Geoff King,Tanya Krzywinska Pdf

Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC.

The Performance of Video Games

Author : Kelly I. Aliano
Publisher : McFarland
Page : 231 pages
File Size : 40,8 Mb
Release : 2022-10-27
Category : Games & Activities
ISBN : 9781476685496

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The Performance of Video Games by Kelly I. Aliano Pdf

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

Uncertainty in Games

Author : Greg Costikyan
Publisher : MIT Press
Page : 150 pages
File Size : 43,7 Mb
Release : 2015-01-30
Category : Games & Activities
ISBN : 9780262527538

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Uncertainty in Games by Greg Costikyan Pdf

How uncertainty in games—from Super Mario Bros. to Rock/Paper/Scissors—engages players and shapes play experiences. In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games. In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work. Costikyan explores the many sources of uncertainty in many sorts of games—from Super Mario Bros. and Dungeons & Dragons to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggests ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Handbook of Research on New Literacies

Author : Julie Coiro,Michele Knobel,Colin Lankshear,Donald J. Leu
Publisher : Routledge
Page : 1386 pages
File Size : 40,9 Mb
Release : 2014-04-04
Category : Computers
ISBN : 9781136650864

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Handbook of Research on New Literacies by Julie Coiro,Michele Knobel,Colin Lankshear,Donald J. Leu Pdf

Situated at the intersection of two of the most important areas in educational research today — literacy and technology — this handbook draws on the potential of each while carving out important new territory. It provides leadership for this newly emerging field, directing scholars to the major issues, theoretical perspectives, and interdisciplinary research pertaining to new literacies. Reviews of research are organized into six sections: Methodologies Knowledge and Inquiry Communication Popular Culture, Community, and Citizenship: Everyday Literacies Instructional Practices and Assessment Multiple Perspectives on New Literacies Research FEATURES Brings together a diverse international team of editors and chapter authors Provides an extensive collection of research reviews in a critical area of educational research Makes visible the multiple perspectives and theoretical frames that currently drive work in new literacies Establishes important space for the emerging field of new literacies research Includes a unique Commentary section: The final section of the Handbook reprints five central research studies. Each is reviewed by two prominent researchers from their individual, and different, theoretical position. This provides the field with a sense of how diverse lenses can be brought to bear on research as well as the benefits that accrue from doing so. It also provides models of critical review for new scholars and demonstrates how one might bring multiple perspectives to the study of an area as complex as new literacies research. The Handbook of Research on New Literacies is intended for the literacy research community, broadly conceived, including scholars and students from the traditional reading and writing research communities in education and educational psychology as well as those from information science, cognitive science, psychology, sociolinguistics, computer mediated communication, and other related areas that find literacy to be an important area of investigation.

Ethnomusicology: A Contemporary Reader, Volume II

Author : Jennifer C. Post
Publisher : Routledge
Page : 474 pages
File Size : 48,5 Mb
Release : 2017-09-20
Category : Music
ISBN : 9781315439143

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Ethnomusicology: A Contemporary Reader, Volume II by Jennifer C. Post Pdf

Ethnomusicology: A Contemporary Reader, Volume II provides an overview of developments in the study of ethnomusicology in the twenty-first century, offering an introduction to contemporary issues relevant to the field. Nineteen essays, written by an international array of scholars, highlight the relationship between current issues in the discipline and ethnomusicologists’ engagement with issues such as advocacy, poverty and social participation, maintaining intangible cultural heritages, and ecological concerns. It provides a forum for rethinking the discipline’s identity in terms of major themes and issues to which ethnomusicologists have turned their attention since Volume I published in 2005. The collection of essays is organized into six sections: Property and Rights Applied Practice Knowledge and Agency Community and Social Space Embodiment and Cognition Curating Sound Volume II serves as a basic introduction to the best writing in the field for students, professors, and music professionals, perfect for both introductory and upper level courses in world music. Together with the first volume, Ethnomusicology: A Contemporary Reader, Volume II provides a comprehensive survey of current research directions.

The Cambridge Companion to Video Game Music

Author : Melanie Fritsch,Tim Summers
Publisher : Cambridge University Press
Page : 483 pages
File Size : 46,9 Mb
Release : 2021-04-29
Category : Computers
ISBN : 9781108473026

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The Cambridge Companion to Video Game Music by Melanie Fritsch,Tim Summers Pdf

A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.

Music Video Games

Author : Michael Austin
Publisher : Bloomsbury Publishing USA
Page : 352 pages
File Size : 48,8 Mb
Release : 2016-07-28
Category : Games & Activities
ISBN : 9781501308499

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Music Video Games by Michael Austin Pdf

Music Video Games takes a look (and listen) at the popular genre of music games – video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games. Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and “selling out,” and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.

The Arts and the Legal Academy

Author : Zenon Bankowski,Maksymilian Del Mar,Paul Maharg
Publisher : Routledge
Page : 248 pages
File Size : 54,7 Mb
Release : 2016-04-01
Category : Law
ISBN : 9781317044383

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The Arts and the Legal Academy by Zenon Bankowski,Maksymilian Del Mar,Paul Maharg Pdf

In Western culture, law is dominated by textual representation. Lawyers, academics and law students live and work in a textual world where the written word is law and law is interpreted largely within written and printed discourse. Is it possible, however, to understand and learn law differently? Could modes of knowing, feeling, memory and expectation commonly present in the Arts enable a deeper understanding of law's discourse and practice? If so, how might that work for students, lawyers and academics in the classroom, and in continuing professional development? Bringing together scholars, legal practitioners internationally from the fields of legal education, legal theory, theatre, architecture, visual and movement arts, this book is evidence of how the Arts can powerfully revitalize the theory and practice of legal education. Through discussion of theory and practice in the humanities and Arts, linked to practical examples of radical interventions, the chapters reveal how the Arts can transform educational practice and our view of its place in legal practice. Available in enhanced electronic format, the book complements The Moral Imagination and the Legal Life, also published by Ashgate.

Performative Experience Design

Author : Jocelyn Spence
Publisher : Springer
Page : 221 pages
File Size : 43,5 Mb
Release : 2016-02-25
Category : Computers
ISBN : 9783319283951

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Performative Experience Design by Jocelyn Spence Pdf

This book presents a novel framework for understanding and designing performative experiences with digital technologies. It introduces readers to performance theory and practice in the context of HCI and gives a practical and holistic approach for understanding complex interactions with digital technologies at the far end of third-wave HCI. The author presents a step-by-step explanation of the Performative Experience Design methodology, along with a detailed case study of the design process as it was applied to co-located digital photo sharing. Finally, the text offers guidelines for design and a vision of how PED can contribute to an ethical, critical, exploratory, and humane understanding of the ways that we engage meaningfully with digital technology. Researchers, students and practitioners working in this important and evolving field will find this state-of-the-art book a valuable addition to their reading.

Virtual Character Design for Games and Interactive Media

Author : Robin James Stuart Sloan
Publisher : CRC Press
Page : 256 pages
File Size : 48,8 Mb
Release : 2015-05-07
Category : Computers
ISBN : 9781466598201

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Virtual Character Design for Games and Interactive Media by Robin James Stuart Sloan Pdf

While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.

Directing Game Animation

Author : Mike Jungbluth
Publisher : CRC Press
Page : 222 pages
File Size : 46,9 Mb
Release : 2024-03-15
Category : Performing Arts
ISBN : 9781003854616

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Directing Game Animation by Mike Jungbluth Pdf

The best character animation has a strong creative intent, driving a compelling performance. With the addition of interactivity, game animation adds complexity to the craft of how best to balance art, design and technology to realize a character’s performance. As a director, you are responsible for not only defining a vision for how those should balance but also being a leader, mentor and advocate for your team. But in a field of rapid iteration of ideas and techniques, that strong creative intent can be easily lost or sacrificed if not properly fostered and defined. Directing Game Animation: Building a Vision and a Team with Intent breaks down the process of creating an intentional animation vision that can be both unique and flexible. From defining the high-level experience to breaking down tech needs, projecting a team size and empowering everyone to work together, this book will help you to wrap your mind around a project’s animation needs. Animation, like every part of a game, cannot succeed—let alone function—in a vacuum. This book looks to foster a discussion around the process, needs and benefits of an empowered animation team and its vision as a universal benefit for the entire industry. This book is a guide to answer some of the most common questions people encounter when engaging with the overlap between creative and project leadership. What is your role? Learn how to establish expectations and needs specific to the project and team. How do you establish a vision? Learn how to better define and communicate creative topics such as a cohesive character performance and animation style. How do you build a team? Learn how to establish early on the team structure, skills and workflows needed to deliver on the needs of the project. How do you balance creative and production needs? Learn how to define quality, reviews and approvals in a way that empowers creativity and decision-making.