Utopic Dreams And Apocalyptic Fantasies

Utopic Dreams And Apocalyptic Fantasies Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Utopic Dreams And Apocalyptic Fantasies book. This book definitely worth reading, it is an incredibly well-written.

Utopic Dreams and Apocalyptic Fantasies

Author : Talmadge J. Wright,David G. Embrick,Andras Lukacs
Publisher : Lexington Books
Page : 288 pages
File Size : 43,6 Mb
Release : 2010-09-25
Category : Social Science
ISBN : 9780739147023

Get Book

Utopic Dreams and Apocalyptic Fantasies by Talmadge J. Wright,David G. Embrick,Andras Lukacs Pdf

Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.

Virtually Sacred

Author : Robert M. Geraci
Publisher : Oxford University Press
Page : 352 pages
File Size : 42,6 Mb
Release : 2014-06-13
Category : Religion
ISBN : 9780199379972

Get Book

Virtually Sacred by Robert M. Geraci Pdf

Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.

What Is a Game?

Author : Gaines S. Hubbell,Matthew Wilhelm Kapell
Publisher : McFarland
Page : 292 pages
File Size : 46,9 Mb
Release : 2020-02-14
Category : Games & Activities
ISBN : 9781476639017

Get Book

What Is a Game? by Gaines S. Hubbell,Matthew Wilhelm Kapell Pdf

What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

The Routledge Companion to Video Game Studies

Author : Mark J.P. Wolf,Bernard Perron
Publisher : Routledge
Page : 676 pages
File Size : 43,6 Mb
Release : 2014-01-03
Category : Games & Activities
ISBN : 9781136290503

Get Book

The Routledge Companion to Video Game Studies by Mark J.P. Wolf,Bernard Perron Pdf

The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.

Social Exclusion, Power, and Video Game Play

Author : David G. Embrick,Talmadge J. Wright,Andras Lukacs
Publisher : Lexington Books
Page : 294 pages
File Size : 41,8 Mb
Release : 2012-03-01
Category : Social Science
ISBN : 9780739138625

Get Book

Social Exclusion, Power, and Video Game Play by David G. Embrick,Talmadge J. Wright,Andras Lukacs Pdf

This book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.

The Oxford Handbook of the Bible and American Popular Culture

Author : Dan W. Clanton, Jr.,Terry R. Clark
Publisher : Oxford University Press, USA
Page : 615 pages
File Size : 45,6 Mb
Release : 2020
Category : Religion
ISBN : 9780190461416

Get Book

The Oxford Handbook of the Bible and American Popular Culture by Dan W. Clanton, Jr.,Terry R. Clark Pdf

"The study of the reciprocal relationship between the Bible and popular culture has blossomed in the past few decades, and the time seems ripe for a broadly-conceived work that assesses the current state of the field, offers examples of work in that field, and suggests directions for further study. This Handbook includes a wide range of topics organized under several broad themes, including biblical characters and themes in popular culture; the Bible in popular cultural genres; "lived" examples; and a concluding section in which we take stock of methodologies like Reception History and the impact of the field on teaching and publishing. These topics are all addressed by focusing on specific examples from film, television, comics, music, literature, video games, science fiction, material culture, museums, and theme parks, to name a few. This book represents a major contribution to the field by some of its leading practitioners, and will be a key resource for the future development of the study of Bible and American popular culture"--

The Sacred in Fantastic Fandom

Author : Carole M. Cusack,John W. Morehead,Venetia Laura Delano Robertson
Publisher : McFarland
Page : 210 pages
File Size : 40,8 Mb
Release : 2019-04-23
Category : Religion
ISBN : 9781476670836

Get Book

The Sacred in Fantastic Fandom by Carole M. Cusack,John W. Morehead,Venetia Laura Delano Robertson Pdf

To the casual observer, similarities between fan communities and religious believers are difficult to find. Religion is traditional, institutional, and serious; whereas fandom is contemporary, individualistic, and fun. Can the robes of nuns and priests be compared to cosplay outfits of Jedi Knights and anime characters? Can travelling to fan conventions be understood as pilgrimages to the shrines of saints? These new essays investigate fan activities connected to books, film, and online games, such as Harry Potter-themed weddings, using The Hobbit as a sacred text, and taking on heroic roles in World of Warcraft. Young Muslim women cosplayers are brought into conversation with Chaos magicians who use pop culture tropes and characters. A range of canonical texts, such as Supernatural, Buffy the Vampire Slayer, and Sherlock--are examined in terms of the pleasure and enchantment of repeated viewing. Popular culture is revealed to be a fertile source of religious and spiritual creativity in the contemporary world.

Japanese Culture Through Videogames

Author : Rachael Hutchinson
Publisher : Routledge
Page : 534 pages
File Size : 51,7 Mb
Release : 2019-05-28
Category : Games & Activities
ISBN : 9780429655944

Get Book

Japanese Culture Through Videogames by Rachael Hutchinson Pdf

Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.

Immersive Gameplay

Author : Evan Torner,William J. White
Publisher : McFarland
Page : 230 pages
File Size : 55,6 Mb
Release : 2014-01-10
Category : Games & Activities
ISBN : 9780786492374

Get Book

Immersive Gameplay by Evan Torner,William J. White Pdf

This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The ten essays articulate the importance of game rules in analyses of media products, and demonstrate methods that allow game rules to be seen in action during the process of play.

The Oxford Handbook of Apocalyptic Literature

Author : John Joseph Collins
Publisher : Oxford Handbooks
Page : 565 pages
File Size : 52,5 Mb
Release : 2014
Category : Religion
ISBN : 9780199856497

Get Book

The Oxford Handbook of Apocalyptic Literature by John Joseph Collins Pdf

Apocalypticism arose in ancient Judaism in the last centuries BCE and played a crucial role in the rise of Christianity. It is not only of historical interest: there has been a growing awareness, especially since the 2001 terrorist attacks on the United States, of the prevalence of apocalyptic beliefs in the contemporary world. To understand these beliefs, it is necessary to appreciate their complex roots in the ancient world, and the multi-faceted character of the phenomenon of apocalypticism. The Oxford Handbook of Apocalyptic Literature is a thematic and phenomenological exploration of apocalypticism in the Judaic and Christian traditions. Most of the volume is devoted to the apocalyptic literature of antiquity. Essays explore the relationship between apocalypticism and prophecy, wisdom and mysticism; the social function of apocalypticism and its role as resistance literature; apocalyptic rhetoric from both historical and postmodern perspectives; and apocalyptic theology, focusing on phenomena of determinism and dualism and exploring apocalyptic theology's role in ancient Judaism, early Christianity, and Gnosticism. The final chapters of the volume are devoted to the appropriation of apocalypticism in the modern world, reviewing the role of apocalypticism in contemporary Judaism and Christianity, and more broadly in popular culture, addressing the increasingly studied relation between apocalypticism and violence, and discussing the relationship between apocalypticism and trauma, which speaks to the underlying causes of the popularity of apocalyptic beliefs. This volume will further the understanding of a vital religious phenomenon too often dismissed as alien and irrational by secular western society.

Selves, Societies, and Emotions

Author : Thomas S. Henricks
Publisher : Routledge
Page : 224 pages
File Size : 51,7 Mb
Release : 2016-01-08
Category : Social Science
ISBN : 9781317252245

Get Book

Selves, Societies, and Emotions by Thomas S. Henricks Pdf

Building on contributions from sociology, psychology, anthropology, philosophy, literature, and neuroscience, Henricks develops a more general account of how people discover and reproduce the "meanings" of their involvements with others. Among its many themes are treatments of selves as "projections of personhood," of the ways in which self-expression has changed historically and is now experienced in our electronically mediated era, of emotions as "framing judgments," and of ritual, play, communitas, and work as four distinctive "pathways of experience."

The Anthropology of the Future

Author : Rebecca Bryant,Daniel M. Knight
Publisher : Cambridge University Press
Page : 239 pages
File Size : 42,7 Mb
Release : 2019-03-28
Category : Social Science
ISBN : 9781108421850

Get Book

The Anthropology of the Future by Rebecca Bryant,Daniel M. Knight Pdf

Anticipation -- Expectation -- Speculation -- Potentiality -- Hope -- Destiny.

Respawn

Author : Colin Milburn
Publisher : Duke University Press
Page : 312 pages
File Size : 43,8 Mb
Release : 2018-11-15
Category : Social Science
ISBN : 9781478002789

Get Book

Respawn by Colin Milburn Pdf

In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.

Sound Play

Author : William Cheng
Publisher : Oxford University Press
Page : 261 pages
File Size : 47,7 Mb
Release : 2014
Category : Art
ISBN : 9780199969968

Get Book

Sound Play by William Cheng Pdf

Video games open portals into fantastical worlds where imaginative play prevails. 'Sound Play' explores the aesthetic, ethical, and sociopolitical stakes of people's engagements with audio phenomena in video games - from sonic violence to synthesized operas, from democratic musical performances to verbal sexual harassment.