Video Game Chronotopes And Social Justice

Video Game Chronotopes And Social Justice 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 Video Game Chronotopes And Social Justice book. This book definitely worth reading, it is an incredibly well-written.

Video Game Chronotopes and Social Justice

Author : Mike Piero
Publisher : Springer Nature
Page : 299 pages
File Size : 51,7 Mb
Release : 2022-01-25
Category : Social Science
ISBN : 9783030919443

Get Book

Video Game Chronotopes and Social Justice by Mike Piero Pdf

Video Game Chronotopes and Social Justice examines how the chronotope, which literally means “timespace,” is an effective interpretive lens through which to understand the cultural and ideological significance of video games. Using ‘slow readings’ attuned to deconstruction along the lines of post-structuralist theory, gender studies, queer studies, continental philosophy, and critical theory, Mike Piero exposes the often-overlooked misogyny, heteronormativity, racism, and patriarchal structures present in many Triple-A video games through their arrangement of timespace itself. Beyond understanding time and space as separate mechanics and dimensions, Piero reunites time and space through the analysis of six chronotopes—of the bonfire, the abject, the archipelago, the fart as pharmakon, madness, and coupled love—toward a poetic meaning making that is at the heart of play itself, all in affirmation of life, equity, and justice.

Representations of Poverty in Videogames

Author : Adam Crowley
Publisher : Springer Nature
Page : 168 pages
File Size : 46,9 Mb
Release : 2022-05-31
Category : Social Science
ISBN : 9783031001444

Get Book

Representations of Poverty in Videogames by Adam Crowley Pdf

This book argues that videogames address contemporary, middle-class anxieties about poverty in the United States. The early chapters consider gaming as a modern form of slumming and explore the ways in which titles like The Elder Scrolls V: Skyrim and World of Warcraft thematize poverty. The argument turns to the field of literary studies to identify analytical frameworks for addressing and understanding these themes. Throughout, the book considers how the academic area of inquiry known as game studies has developed over time, and makes use of such scholarship to present, frame, and value its major claims and findings. In its conclusion, the book models how poverty themes might be identified and associated for the purpose of gaining greater insights into how games can shape, and also be shaped by, the player’s economic expectations.

The History and Allure of Interactive Visual Novels

Author : Mark Kretzschmar,Sara Raffel
Publisher : Bloomsbury Publishing USA
Page : 273 pages
File Size : 54,5 Mb
Release : 2023-06-15
Category : Games & Activities
ISBN : 9781501368622

Get Book

The History and Allure of Interactive Visual Novels by Mark Kretzschmar,Sara Raffel Pdf

Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.

Woke Gaming

Author : Kishonna L. Gray,David J. Leonard
Publisher : University of Washington Press
Page : 280 pages
File Size : 40,6 Mb
Release : 2018-11-04
Category : Social Science
ISBN : 9780295744193

Get Book

Woke Gaming by Kishonna L. Gray,David J. Leonard Pdf

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.

A Game Theoretic Account of Social Justice

Author : Horace W. Brock
Publisher : Unknown
Page : 128 pages
File Size : 47,6 Mb
Release : 2015-04-06
Category : Electronic
ISBN : 1320825974

Get Book

A Game Theoretic Account of Social Justice by Horace W. Brock Pdf

Video Game Influences on Aggression, Cognition, and Attention

Author : Christopher J. Ferguson
Publisher : Springer
Page : 203 pages
File Size : 49,5 Mb
Release : 2018-08-21
Category : Psychology
ISBN : 9783319954950

Get Book

Video Game Influences on Aggression, Cognition, and Attention by Christopher J. Ferguson Pdf

This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players’ behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: · Do violent video games promote violence? · Does video game addiction exist? · Should parents limit children’s use of interactive media? · Do action video games promote visual attention? · Does sexist content in video games promote misogyny in real life? · Can video games slow the progress of dementia? · Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.

Game Theory and Political Science

Author : Horace W. Brock
Publisher : Unknown
Page : 49 pages
File Size : 42,9 Mb
Release : 1978
Category : Disributive justice
ISBN : OCLC:225939179

Get Book

Game Theory and Political Science by Horace W. Brock Pdf

Game Work

Author : Ken S. McAllister
Publisher : University of Alabama Press
Page : 250 pages
File Size : 41,6 Mb
Release : 2004
Category : Computers
ISBN : 9780817314187

Get Book

Game Work by Ken S. McAllister Pdf

Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.

Game History and the Local

Author : Melanie Swalwell
Publisher : Springer Nature
Page : 246 pages
File Size : 48,7 Mb
Release : 2021-05-24
Category : Social Science
ISBN : 9783030664220

Get Book

Game History and the Local by Melanie Swalwell Pdf

This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Videogames and Postcolonialism

Author : Souvik Mukherjee
Publisher : Springer
Page : 120 pages
File Size : 42,8 Mb
Release : 2017-07-24
Category : Social Science
ISBN : 9783319548227

Get Book

Videogames and Postcolonialism by Souvik Mukherjee Pdf

This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience – including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.

Being Dragonborn

Author : Mike Piero,Marc A. Ouellette
Publisher : McFarland
Page : 237 pages
File Size : 54,8 Mb
Release : 2021-09-28
Category : Games & Activities
ISBN : 9781476643564

Get Book

Being Dragonborn by Mike Piero,Marc A. Ouellette Pdf

The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.

Augmented and Mixed Reality for Communities

Author : Joshua A. Fisher
Publisher : CRC Press
Page : 291 pages
File Size : 43,9 Mb
Release : 2021-07-14
Category : Computers
ISBN : 9781000378474

Get Book

Augmented and Mixed Reality for Communities by Joshua A. Fisher Pdf

Using mixed and augmented reality in communities is an emerging media practice that is reshaping how we interact with our cities and neighbors. From the politics of city hall to crosswalks and playgrounds, mixed and augmented reality will offer a diverse range of new ways to interact with our communities. In 2016, apps for augmented reality politics began to appear in app stores. Similarly, the blockbuster success of Pokémon Go illustrated how even forgotten street corners can become a magical space for play. In 2019, a court case in Milwaukee, Wisconsin, extended first amendment rights to augmented reality. For all the good that these emerging media provide, there will and have been consequences. Augmented and Mixed Reality for Communities will help students and practitioners navigate the ethical design and development of these kinds of experiences to transform their cities. As one of the first books of its kind, each chapter in the book prepares readers to contribute to the Augmented City. By providing insight into how these emerging media work, the book seeks to democratize the augmented and mixed reality space. Authors within this volume represent some of the leading scholars and practitioners working in the augmented and mixed reality space for civic media, cultural heritage, civic games, ethical design, and social justice. Readers will find practical insights for the design and development to create their own compelling experiences. Teachers will find that the text provides in-depth, critical analyses for thought-provoking classroom discussions.

Love's Refraction

Author : Jillian Deri
Publisher : University of Toronto Press
Page : 164 pages
File Size : 46,5 Mb
Release : 2015-01-01
Category : Family & Relationships
ISBN : 9781442628694

Get Book

Love's Refraction by Jillian Deri Pdf

In Love's Refraction, Jillian Deri explores the distinctive question of how and why polyamorists – people who practice consensual non-monogamy – manage jealousy. Her focus is on the polyamorist concept of “compersion” – taking pleasure in a lover's other romantic and sexual encounters.

The Proteus Paradox

Author : Nick Yee
Publisher : Yale University Press
Page : 262 pages
File Size : 46,7 Mb
Release : 2014-01-07
Category : Social Science
ISBN : 9780300190991

Get Book

The Proteus Paradox by Nick Yee Pdf

A surprising assessment of the ways that virtual worlds are entangled with human psychology

The Manifesto for Teaching Online

Author : Sian Bayne,Peter Evans,Rory Ewins,Jeremy Knox,James Lamb
Publisher : MIT Press
Page : 274 pages
File Size : 43,7 Mb
Release : 2020-09-15
Category : Education
ISBN : 9780262539838

Get Book

The Manifesto for Teaching Online by Sian Bayne,Peter Evans,Rory Ewins,Jeremy Knox,James Lamb Pdf

An update to a provocative manifesto intended to serve as a platform for debate and as a resource and inspiration for those teaching in online environments. In 2011, a group of scholars associated with the Centre for Research in Digital Education at the University of Edinburgh released “The Manifesto for Teaching Online,” a series of provocative statements intended to articulate their pedagogical philosophy. In the original manifesto and a 2016 update, the authors counter both the “impoverished” vision of education being advanced by corporate and governmental edtech and higher education’s traditional view of online students and teachers as second-class citizens. The two versions of the manifesto were much discussed, shared, and debated. In this book, Siân Bayne, Peter Evans, Rory Ewins, Jeremy Knox, James Lamb, Hamish Macleod, Clara O'Shea, Jen Ross, Philippa Sheail and Christine Sinclair have expanded the text of the 2016 manifesto, revealing the sources and larger arguments behind the abbreviated provocations. The book groups the twenty-one statements (“Openness is neither neutral nor natural: it creates and depends on closures”; “Don’t succumb to campus envy: we are the campus”) into five thematic sections examining place and identity, politics and instrumentality, the primacy of text and the ethics of remixing, the way algorithms and analytics “recode” educational intent, and how surveillance culture can be resisted. Much like the original manifestos, this book is intended as a platform for debate, as a resource and inspiration for those teaching in online environments, and as a challenge to the techno-instrumentalism of current edtech approaches. In a teaching environment shaped by COVID-19, individuals and institutions will need to do some bold thinking in relation to resilience, access, teaching quality, and inclusion.