Gaming And The Virtual Sublime

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Gaming and the Virtual Sublime

Author : Matthew Spokes
Publisher : Emerald Group Publishing
Page : 184 pages
File Size : 54,5 Mb
Release : 2020-08-28
Category : Computers
ISBN : 9781838674311

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Gaming and the Virtual Sublime by Matthew Spokes Pdf

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

Gaming the System

Author : David J. Gunkel
Publisher : Indiana University Press
Page : 214 pages
File Size : 45,6 Mb
Release : 2018-05-09
Category : Games & Activities
ISBN : 9780253035752

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Gaming the System by David J. Gunkel Pdf

Gaming the System takes 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 Žižek—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.

Player and Avatar

Author : David Owen
Publisher : McFarland
Page : 239 pages
File Size : 43,5 Mb
Release : 2017-06-19
Category : Games & Activities
ISBN : 9781476629421

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Player and Avatar by David Owen Pdf

Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."

Ethics in the Virtual World

Author : Garry Young
Publisher : Routledge
Page : 190 pages
File Size : 51,9 Mb
Release : 2014-09-11
Category : Philosophy
ISBN : 9781317547235

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Ethics in the Virtual World by Garry Young Pdf

Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there be a limit to what can be enacted or represented within these games? Or, is it all just a game?

The Future Of The Video Game Industry, How Advanced Technologies Can Revolutionize The Video Game Industry, And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century

Author : Dr. Harrison Sachs
Publisher : The Epic Books Of Dr. Harrison Sachs
Page : 42 pages
File Size : 40,7 Mb
Release : 2020-06-26
Category : Business & Economics
ISBN : 8210379456XXX

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The Future Of The Video Game Industry, How Advanced Technologies Can Revolutionize The Video Game Industry, And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century by Dr. Harrison Sachs Pdf

This essay sheds light on the future of the video game industry, explicates how advanced technologies can revolutionize the video game industry, and demystifies why esports have become popular as a type of spectator sport in the 21st century . The future of the video industry will not only be characterized by dynamism as it continues to metaphorically evolve, but will also be eminently auspicious for competitors in the video game industry. Technological advancements have profoundly changed the video game industry and have rendered it all the more technology-driven by sophisticated technologies. The video industry shows no signs of contracting anytime in the imminent future. The future of the video game industry is apt be more sublime than envisioned, especially as technological advancements are made which can further revolutionize the behemoth video game industry. In 2024, it is possible to play video games in an ultra-high definition 4,000 pixels resolution. In other words, the future of the video game industry will not be solely limited to shovelware mobile games pervading the video game industry. “The global gaming market was valued at $151,550,000,000 in 2019 and is expected to reach a value of $256,970,000,000 by 2025, registering a compound annual growth rate of 9.17% over the forecast period of 2020–2025. Game developers across emerging economies are continually striving to enhance gamer's experience, launching, and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, which are incorporated into one product provided to the gamers through the cloud platform. The emergence of cloud gaming” (“Gaming Market - Growth,” n.d.) has helped to substantially drive growth in the video game market. In the coming years, cloud gaming, mobile gaming, PC gaming, and console gaming are apt to become all the more prevalent as entertainment options among customers. “Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming” (“Gaming Market - Growth,” n.d.). The rising popularity of esports, gaming live streams, and gameplay videos have also contributed to the growth of the behemoth video game industry. It stands to preponderantly reason that the future of the video game industry will not only allow the video game industry to reach an unprecedented size, but will also attract more competitors to enter the sizable video game industry. In the coming years, similarly to video streaming subscription services, such as Netflix and Hulu, customers are apt to have more video game streaming subscription services available to them with a broader selection of video games to choose from playing. In other words, for a monthly subscription fee, customers will be able to have the option to stream a myriad of video games on their video game home consoles and/or computers. In the coming years, video game streaming subscription services is apt to offer a plethora of video game streaming services. “This new sector is also seen as a serious competitor for the game market” (“The Impact Of,” 2019). The console video game segment is no longer the utmost lucrative segment of the sizable video game market. In the coming years, the future of the video game industry is apt to offer far more to customers than merely just new home console video games and new “virtual reality and augmented reality” (Koss, 2020) video game experiences. In 2019, the video game industry generated over $6,300,000,000 in revenue (Koss, 2020) from “augmented reality and virtual reality” (Koss, 2020) video games. Much to the relief of gamers, “companies are busy making virtual reality experiences more consumer-friendly, and it is only a matter of time before both the weight and price of virtual reality headsets drop” (Koss, 2020). Modern virtual reality video games are a far cry from the outmoded retro virtual reality video games of the 20th Century. In stark contrast virtual reality video games, augmented reality video games do not require the usage of a bulky headset to play and allow gamers to “interact with reality and not be removed from it” (Koss, 2020) when playing an augmented reality video game.

Critical Gaming: Interactive History and Virtual Heritage

Author : Erik Champion
Publisher : Routledge
Page : 232 pages
File Size : 53,8 Mb
Release : 2016-03-09
Category : Language Arts & Disciplines
ISBN : 9781317157397

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Critical Gaming: Interactive History and Virtual Heritage by Erik Champion Pdf

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Difficult Death, Dying and the Dead in Media and Culture

Author : Sharon Coleclough,Bethan Michael-Fox,Renske Visser
Publisher : Springer Nature
Page : 293 pages
File Size : 45,9 Mb
Release : 2023-11-25
Category : Social Science
ISBN : 9783031407321

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Difficult Death, Dying and the Dead in Media and Culture by Sharon Coleclough,Bethan Michael-Fox,Renske Visser Pdf

This book responds to a growing interest in death, dying and the dead within and beyond the field of death studies. The collection defines an understanding of ‘difficult death’ and examines the differences between death, dying and the dead, as well as exploring the ethical challenges of researching death in mediated form. The collection is attendant to the ways in which difficult deaths are imbricated in power structures both before and after they become mediatised in culture. As such, the work navigates the many political and social complexities and inequalities – what might be deemed the difficulties – of death, dying and the dead. The book seeks to expand understandings of the difficulty of death in media and culture through a wide range of chapters from different contexts focused on literature, film, television, and in online environments, as well as several chapters examining news reportage of difficult deaths.

Lockdown Leisure

Author : Jan Andre Lee Ludvigsen,Katherine Harrison,Peter Millward,Cassandra A. Ogden
Publisher : Taylor & Francis
Page : 260 pages
File Size : 44,5 Mb
Release : 2023-12-01
Category : Sports & Recreation
ISBN : 9781003817727

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Lockdown Leisure by Jan Andre Lee Ludvigsen,Katherine Harrison,Peter Millward,Cassandra A. Ogden Pdf

This book examines the concept of ‘lockdown leisure’ as closely related to the Covid-19 pandemic. Through a range of inter-disciplinary chapters, the volume unpacks leisure life in lockdown contexts through a range of empirical, conceptual and theoretical contributions. In many countries, a key response to the global Covid-19 pandemic was the implementation of national, regional or local lockdowns. Focusing on the diverse medium and long-term socio-cultural impacts of the Covid-19 pandemic, this book examining how various forms of lockdowns impacted leisure activities, industries, cultures and spaces across a variety of transnational contexts. It contains original chapters on topics including but not limited to physical activity, cultural participation, recreation and green spaces, technology, and social exclusion. And so, it shows how Covid-19 lockdowns transformed existing, and produced new, leisure activities. This book is a fascinating reading for students and researchers of leisure studies, sociology, media and cultural studies, youth studies, and educational studies. The chapters in this book were originally published in the journal, Leisure Studies.

Online Gaming in Context

Author : Garry Crawford,Victoria K Gosling,Ben Light
Publisher : Routledge
Page : 334 pages
File Size : 46,7 Mb
Release : 2013-03-01
Category : Games & Activities
ISBN : 9781135275044

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Online Gaming in Context by Garry Crawford,Victoria K Gosling,Ben Light Pdf

There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.

The Daily Laws

Author : Robert Greene
Publisher : Penguin
Page : 465 pages
File Size : 54,5 Mb
Release : 2023-09-05
Category : Self-Help
ISBN : 9780593299234

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The Daily Laws by Robert Greene Pdf

From the world’s foremost expert on power and strategy, the New York Times bestselling daily devotional designed to help you seize your destiny. Robert Greene, the #1 New York Times bestselling author, has been the consigliere to millions for more than two decades. Now, with entries that are drawn from his five books, plus never-before-published works, The Daily Laws offers a page of refined and concise wisdom for each day of the year, in an easy-to-digest lesson that will only take a few minutes to absorb. Each day features a Daily Law as well—a prescription that readers cannot afford to ignore in the battle of life. Each month centers around a major theme: power, seduction, persuasion, strategy, human nature, toxic people, self-control, mastery, psychology, leadership, adversity, or creativity. Who doesn’t want to be more powerful? More in control? The best at what they do? The secret: Read this book every day. “Daily study,” Leo Tolstoy wrote in 1884, is “necessary for all people.” More than just an introduction for new fans, this book is a Rosetta stone for internalizing the many lessons that fill Greene’s books and will reward a lifetime of reading and rereading.

The Smart City in a Digital World

Author : Vincent Mosco
Publisher : Emerald Group Publishing
Page : 217 pages
File Size : 46,5 Mb
Release : 2019-08-28
Category : Language Arts & Disciplines
ISBN : 9781787691377

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The Smart City in a Digital World by Vincent Mosco Pdf

This book looks at what makes a city smart by describing, challenging, and offering democratic alternatives to the view that the answer begins and ends with technology. Drawing on worldwide case studies documenting the redevelopment of old and the creation of new cities, it provides an essential guide to the future of urban life in a digital world.

Multiplayer Online Games

Author : Guo Freeman
Publisher : A K PETERS
Page : 168 pages
File Size : 46,7 Mb
Release : 2018-02-23
Category : Internet games
ISBN : 0815392877

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Multiplayer Online Games by Guo Freeman Pdf

Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today's information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect.

Zizek's Ontology

Author : Adrian Johnston
Publisher : Northwestern University Press
Page : 358 pages
File Size : 50,9 Mb
Release : 2008-03-19
Category : Biography & Autobiography
ISBN : 9780810124561

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Zizek's Ontology by Adrian Johnston Pdf

By taking this avowal seriously, Adrian Johnston finally clarifies the philosophical project underlying Žižek’s efforts.

New Romantic Cyborgs

Author : Mark Coeckelbergh
Publisher : MIT Press
Page : 336 pages
File Size : 45,9 Mb
Release : 2017-02-24
Category : Science
ISBN : 9780262343091

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New Romantic Cyborgs by Mark Coeckelbergh Pdf

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.

Resolving the Gamer’s Dilemma

Author : Garry Young
Publisher : Palgrave Macmillan
Page : 139 pages
File Size : 43,9 Mb
Release : 2018-06-29
Category : Psychology
ISBN : 3319835459

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Resolving the Gamer’s Dilemma by Garry Young Pdf

This book explores the gamer’s dilemma, which lies at the heart of theorising about the morality of certain video game content. The dilemma is as follows: given that gaming content involves virtual characters within a virtual environment, the moral permission of virtual murder would also appear to morally permit virtual paedophilia. Yet most gamers and members of wider society would not want to play, endorse, or find in any way morally acceptable the enactment of virtual paedophilia within a video game. Yet by accepting the moral permissibility of virtual murder they leave themselves vulnerable to having to accept the moral permissibility of virtual paedophilia. This book provides an incredibly thorough and systematic analysis and evaluation of the gamer’s dilemma, by considering the origins of the intuitions around the dilemma, and exploring whether they find support from traditional or contemporary moral theory and psychological research. The book will be great interest to academics and students of philosophy and psychology, as well as members of the wider public interested in video game violence and taboo enactments more generally.