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Book Exploring Videogames with Deleuze and Guattari

Download or read book Exploring Videogames with Deleuze and Guattari written by Colin Cremin and published by Routledge. This book was released on 2015-08-13 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

Book Exploring Videogames with Deleuze and Guattari

Download or read book Exploring Videogames with Deleuze and Guattari written by Ciara Cremin and published by Routledge. This book was released on 2015-08-13 with total page 167 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

Book Exploring Videogames with Deleuze and Guattari

Download or read book Exploring Videogames with Deleuze and Guattari written by Ciara Cremin and published by . This book was released on 2016 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari's non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither 'virtual' nor 'real' exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

Book The Unpredictability of Gameplay

Download or read book The Unpredictability of Gameplay written by Mark R. Johnson and published by Bloomsbury Publishing USA. This book was released on 2018-12-27 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Unpredictability of Gameplay explores the many forms of unpredictability in games and proposes a comprehensive theoretical framework for understanding and categorizing non-deterministic game mechanics. Rather than viewing all game mechanics with unpredictable outcomes as a single concept, Mark R. Johnson develops a three-part typology for such mechanics, distinguishing between randomness, chance, and luck in gameplay, assessing games that range from grand strategy and MMORPGs to slot machines and card games. He also explores forms of unanticipated unpredictability, where elements of games fail to function as intended and create new forms of gameplay in the process. Covering a range of game concepts using these frameworks, The Unpredictability of Gameplay then explores three illustrative case studies: 1) procedural generation, 2) replay value and grinding, and 3) player-made practices designed to reduce the level of luck in non-deterministic games. Throughout, Johnson demonstrates the importance of looking more deeply at unpredictability in games and game design and the various ways in which unpredictability manifests while offering an invaluable tool for game scholars and game designers seeking to integrate unpredictability into their work.

Book Media After Deleuze

    Book Details:
  • Author : David Savat
  • Publisher : Bloomsbury Publishing
  • Release : 2016-07-28
  • ISBN : 1472531507
  • Pages : 199 pages

Download or read book Media After Deleuze written by David Savat and published by Bloomsbury Publishing. This book was released on 2016-07-28 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media pervade and saturate the world around us. From the proliferation of social media, to crowdsourcing, big data, games, and more traditional media such as television, radio, and print, media provide the framework for our engagement with the world and each other. By recasting the traditional concerns of media studies through the lens of the work of Deleuze and Guattari this book provides an innovative new toolkit for understanding how media shape our world. Taking as their central question what it is that media do, Harper and Savat offer a new and insightful approach to this exciting area of study.

Book Outside the Anthropological Machine

Download or read book Outside the Anthropological Machine written by Chiara Mengozzi and published by Routledge. This book was released on 2020-05-14 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the midst of the climate crisis and the threat of the sixth extinction, we can no longer claim to be the masters of nature. Rather, we need to unlearn our species’ arrogance for the sake of all animals, human and non-human. Rethinking our being-in-the-world as Homo sapiens, this monograph argues, starts precisely from the way we relate to our closer companion species. The authors gathered here endeavour to find multiple exit strategies from the anthropocentric paradigms that have bound the human and social sciences. Part I investigates the unexplored margins of human history by re-reading historical events, literary texts, and scientific findings from an animal’s perspective, rather than a human’s. Part II explores different forms of human-animal relationships, putting the emphasis on the institutions, spaces, and discourses that frame our interactions with animals. Part III engages with processes of "translation" that aim to render animals’ experience and perception into human words and visual language.

Book End Game

    Book Details:
  • Author : Lorenzo DiTommaso
  • Publisher : Walter de Gruyter GmbH & Co KG
  • Release : 2024-09-02
  • ISBN : 3110752808
  • Pages : 502 pages

Download or read book End Game written by Lorenzo DiTommaso and published by Walter de Gruyter GmbH & Co KG. This book was released on 2024-09-02 with total page 502 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

Book Unstable Aesthetics

    Book Details:
  • Author : Eddie Lohmeyer
  • Publisher : Bloomsbury Publishing USA
  • Release : 2021-01-28
  • ISBN : 150136488X
  • Pages : 216 pages

Download or read book Unstable Aesthetics written by Eddie Lohmeyer and published by Bloomsbury Publishing USA. This book was released on 2021-01-28 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Throughout the 1990s, artists experimented with game engine technologies to disrupt our habitual relationships to video games. They hacked, glitched, and dismantled popular first-person shooters such as Doom (1993) and Quake (1996) to engage players in new kinds of embodied activity. In Unstable Aesthetics: Game Engines and the Strangeness of Art Modding, Eddie Lohmeyer investigates historical episodes of art modding practices-the alteration of a game system's existing code or hardware to generate abstract spaces-situated around a recent archaeology of the game engine: software for rendering two and three-dimensional gameworlds. The contemporary artists highlighted throughout this book-Cory Arcangel, JODI, Julian Oliver, Krista Hoefle, and Brent Watanabe, among others –- were attracted to the architectures of engines because they allowed them to explore vital relationships among abstraction, technology, and the body. Artists employed a range of modding techniques-hacking the ROM chips on Nintendo cartridges to produce experimental video, deconstructing source code to generate psychedelic glitch patterns, and collaging together surreal gameworlds-to intentionally dissect the engine's operations and unveil illusions of movement within algorithmic spaces. Through key moments in game engine history, Lohmeyer formulates a rich phenomenology of video games by focusing on the liminal spaces of interaction among system and body, or rather the strangeness of art modding.

Book Beasts of the Deep

    Book Details:
  • Author : Jon Hackett
  • Publisher : Indiana University Press
  • Release : 2018-01-10
  • ISBN : 0861969391
  • Pages : 241 pages

Download or read book Beasts of the Deep written by Jon Hackett and published by Indiana University Press. This book was released on 2018-01-10 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Beasts of the Deep: Sea Creatures and Popular Culture offers its readers an in-depth and interdisciplinary engagement with the sea and its monstrous inhabitants; through critical readings of folklore, weird fiction, film, music, radio and digital games. Within the text there are a multitude of convergent critical perspectives used to engage and explore fictional and real monsters of the sea in media and folklore. The collection features chapters from a variety of academic perspectives; post- modernism, psychoanalysis, industrial-organisational analysis, fandom studies, sociology and philosophy are featured. Under examination are a wide range of narratives and media forms that represent, reimagine and create the Kraken, mermaids, giant sharks, sea draugrs and even the weird creatures of H.P. Lovecraft. Beasts of the Deep offers an expansive study of our sea-born fears and anxieties, that are crystallised in a variety of monstrous forms. Repeatedly the chapters in the collection encounter the contemporary relevance of our fears of the sea and its inhabitants – through the dehumanising media depictions of refugees in the Mediterranean to the encroaching ecological disasters of global warming, pollution and the threat of mass marine extinction.

Book Affective Intensities and Evolving Horror Forms

Download or read book Affective Intensities and Evolving Horror Forms written by Daniel Adam Daniel and published by Edinburgh University Press. This book was released on 2020-02-03 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Horror cinema is a genre that is undergoing constant evolution, from the sub-genre of 'found footage,' to post-cinematic new media forms such as Youtube horror, horror video games and cinematic virtual reality horror. By investigating how these new forms alter the dynamics of spectatorship, this book charts how cinema's affective capacities have shifted in relation to these modifications in the forms of cinematic horror. It applies a rich theoretical synthesis of phenomenological and Deleuzian approaches to a number of case studies, including films like The Blair Witch Project, Paranormal Activity and Creep as well as video games such as Alien: Isolation and new media forms such as Youtube horror and virtual reality horror.

Book Schizoanalysis and Asia

    Book Details:
  • Author : Joff P. N. Bradley
  • Publisher : Rowman & Littlefield
  • Release : 2022-11-08
  • ISBN : 1538157764
  • Pages : 393 pages

Download or read book Schizoanalysis and Asia written by Joff P. N. Bradley and published by Rowman & Littlefield. This book was released on 2022-11-08 with total page 393 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an update, extension and radicalization of Guattari’s philosophy of the postmedia. It is the first of its kind to comprehensively apply Guattari’s thought on postmedia to post-millennium technological developments. Given the considerable interest in Félix Guattari and Gilles Deleuze’s work and its influence in Asia and South-East Asia and beyond, the book is a timely contribution and update of Guattari’s essential concepts. It offers a fresh approach to applying Guattari and Deleuze to local contexts. Both Félix Guattari’s schizoanalysis and Gilles Deleuze’s philosophy remain excellent tools to decode the politics of postmedia. The book centres around the influence of Guattari’s work on the Japanese archipelago and how Japan itself impacted on the work of Guattari in the 1980s. The book updates Guattari’s work and apply it to the problems which are affecting societies in Asia and beyond. It highlights current research on postmedia by scholars who are working to understand how Japanese society is functioning post-Fukushima and how the country continues to toil from the “geo-trauma” of the real.

Book Postdevelopmental Approaches to Childhood Art

Download or read book Postdevelopmental Approaches to Childhood Art written by Jayne Osgood and published by Bloomsbury Publishing. This book was released on 2019-03-21 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: In childhood research, children's art-making has typically been viewed and understood through a lens of developmental psychology and the notion that children's art-making progresses through a linear series of stages continues to dominate how we design and implement art-making experiences for young children. Postdevelopmental Approaches to Childhood Art brings together the work of theorists from around the world who have presented postdevelopmental approaches to childhood art, thereby playing a vital part in unsettling the dominance of the developmental paradigm and offering worked examples of alternative models. Drawing on sociocultural theory, Deleuzian philosophy, posthumanism and postmodernism each chapter offers a theoretical basis that challenges developmentalism, as well as an application of that theoretical basis. The contributors also consider what this shift in our perspective means for the design and implementation of art-making experiences for young children.

Book Handbook of Research on Transmedia Storytelling  Audience Engagement  and Business Strategies

Download or read book Handbook of Research on Transmedia Storytelling Audience Engagement and Business Strategies written by Hernández-Santaolalla, Víctor and published by IGI Global. This book was released on 2020-04-24 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: As media evolves with technological improvement, communication changes alongside it. In particular, storytelling and narrative structure have adapted to the new digital landscape, allowing creators to weave immersive and enticing experiences that captivate viewers. These experiences have great potential in marketing and advertising, but the medium’s methods are so young that their potential and effectiveness is not yet fully understood. Handbook of Research on Transmedia Storytelling, Audience Engagement, and Business Strategies is a collection of innovative research that explores transmedia storytelling and digital marketing strategies in relation to audience engagement. Highlighting a wide range of topics including promotion strategies, business models, and prosumers and influencers, this book is ideally designed for digital creators, advertisers, marketers, consumer analysts, media professionals, entrepreneurs, managers, executives, researchers, academicians, and students.

Book The Paradox of Transgression in Games

Download or read book The Paradox of Transgression in Games written by Torill Mortensen and published by Routledge. This book was released on 2020-02-24 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.

Book The State of Cultural Biology

    Book Details:
  • Author : James Griffin
  • Publisher : Edward Elgar Publishing
  • Release : 2023-11-03
  • ISBN : 1800376898
  • Pages : 227 pages

Download or read book The State of Cultural Biology written by James Griffin and published by Edward Elgar Publishing. This book was released on 2023-11-03 with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offering a novel and pragmatic perspective, this timely book critically examines the development of a culture of machinist regulation and questions whether this approach is appropriate in an era of rising biological technologies. Adopting an ontological approach, James Griffin considers how current regulatory frameworks favour digital technology and how this may change in the future.

Book Researching Virtual Play Experiences

Download or read book Researching Virtual Play Experiences written by Chris Bailey and published by Springer Nature. This book was released on 2021-10-11 with total page 393 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as ‘rhizomic ethnography’. This ‘hybrid’ text uses both words and images to describe the fieldsite and the methodology, demonstrating how children’s creation of a digital community through Minecraft was shaped by the both the game and their wider social and cultural experiences. Through the exploration of various dimensions of the club, including visual and soundscape data, the author demonstrates the ‘emergent dimension of play’. It will be of interest and value to researchers of children’s play, as well as those who explore visual methods and design multimodal research outputs.

Book The Future is Feminine

    Book Details:
  • Author : Ciara Cremin
  • Publisher : Bloomsbury Publishing
  • Release : 2021-05-20
  • ISBN : 1350149780
  • Pages : 224 pages

Download or read book The Future is Feminine written by Ciara Cremin and published by Bloomsbury Publishing. This book was released on 2021-05-20 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Carnage in the classroom, misogynists in high office, sociopaths in uniform, masculinity is a killer. From styles of dress to the stunted capacity for expressing a diversity of emotions, becoming a man involves killing off and repudiating anything that in our society is held as feminine. When a person is unable to show compassion and tenderness, or when exposed for their frailties, feels angry and humiliated, they have problems. Problems that none of us are immune to. Masculinity, Cremin provocatively declares, is a generic disorder of a sick society that afflicts even the best of us. Neither a condition of being human nor even of male, it is a disorder, as she illustrates, of a capitalist society that depends and even thrives upon its very symptoms. From the perspective of a trans woman raised to be a man, the book maps the disorder and speculates on the possible means to overcome it. Instead of signifying weakness, catastrophes can be prevented when the qualities men often fear and women often feel subordinated to are prioritised, affirmed and nourished. Drawing, amongst others, on Marx and Freud, Cremin eloquently demonstrates why there can be no future other than one in which we are all reconciled as a society with the feminine. In such a future, the terms 'masculine' and 'feminine' will neither define us nor determine our relationship to one another.