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Book Identity Games

    Book Details:
  • Author : Anikó Imre
  • Publisher : MIT Press
  • Release : 2009
  • ISBN : 0262090457
  • Pages : 269 pages

Download or read book Identity Games written by Anikó Imre and published by MIT Press. This book was released on 2009 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of the unique, hybrid media practices generated by Eastern Europe's accelerated transition from late communism to late capitalism. Eastern Europe's historically unprecedented and accelerated transition from late communism to late capitalism, coupled with media globalization, set in motion a scramble for cultural identity and a struggle over access to and control over media technologies. In Identity Games, Anikó Imre examines the corporate transformation of the postcommunist media landscape in Eastern Europe. Avoiding both uncritical techno-euphoria and nostalgic projections of a simpler, better media world under communism, Imre argues that the demise of Soviet-style regimes and the transition of postcommunist nation-states to transnational capitalism has crucial implications for understanding the relationships among nationalism, media globalization, and identity. Imre analyzes situations in which anxieties arise about the encroachment of global entertainment media and its new technologies on national culture, examining the rich aesthetic hybrids that have grown from the transitional postcommunist terrain. She investigates the gaps and continuities between the last communist and first post-communist generations in education, tourism, and children's media culture, the racial and class politics of music entertainment (including Roma Rap and Idol television talent shows), and mediated reconfigurations of gender and sexuality (including playful lesbian media activism and masculinity in "carnivalistic" post-Yugoslav film). Throughout, Imre uses the concepts of play and games as metaphorical and theoretical tools to explain the process of cultural change -- inspired in part by the increasing "ludification" of the global media environment and the emerging engagement with play across scholarly disciplines. In the vision that Imre offers, political and cultural participation are seen as games whose rules are permanently open to negotiation.

Book The Creator   s Game

Download or read book The Creator s Game written by Allan Downey and published by UBC Press. This book was released on 2018-02-15 with total page 365 pages. Available in PDF, EPUB and Kindle. Book excerpt: A gift from the Creator – that is where it all began. The game of lacrosse has been a central element of many Indigenous cultures for centuries, but once non-Indigenous players entered the sport, it became a site of appropriation – then reclamation – of Indigenous identities. Focusing on the history of lacrosse in Indigenous communities from the 1860s to the 1990s, The Creator’s Game explores Indigenous-non-Indigenous relations and Indigenous identity formation. While the game was being stripped of its cultural and ceremonial significance and being appropriated to construct a new identity for the nation-state of Canada, it was also being used by Indigenous peoples for multiple ends: to resist residential school experiences; initiate pan-Indigenous political mobilization; and articulate Indigenous sovereignty and nationhood on the world stage. The multilayered story of lacrosse serves as a potent illustration of how identity and nationhood are formed and reformed. Engaging and innovative, The Creator’s Game provides a unique view of Indigenous self-determination in the face of settler-colonialism.

Book Gaming Sexism

    Book Details:
  • Author : Amanda C. Cote
  • Publisher : NYU Press
  • Release : 2020-09-01
  • ISBN : 1479802204
  • Pages : 274 pages

Download or read book Gaming Sexism written by Amanda C. Cote and published by NYU Press. This book was released on 2020-09-01 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Book Jewish Law Review

    Book Details:
  • Author : Hillel Gamoran
  • Publisher : Torah Aura Productions
  • Release : 2003-06
  • ISBN : 9780933873780
  • Pages : 100 pages

Download or read book Jewish Law Review written by Hillel Gamoran and published by Torah Aura Productions. This book was released on 2003-06 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Gaming as Culture

Download or read book Gaming as Culture written by J. Patrick Williams and published by McFarland. This book was released on 2014-01-10 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

Book My Avatar  My Self

Download or read book My Avatar My Self written by Zach Waggoner and published by McFarland. This book was released on 2014-01-10 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.

Book The Elusive Shift

Download or read book The Elusive Shift written by Jon Peterson and published by MIT Press. This book was released on 2020-12-22 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre. When Dungeon & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games. D&D is now popularly considered to be the first role-playing game. But in the original rules, the term "role-playing" is nowhere to be found; D&D was marketed as a war game. In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games--and by doing so, established a new genre of games.

Book Digital Culture  Play  and Identity

Download or read book Digital Culture Play and Identity written by Hilde Corneliussen and published by MIT Press. This book was released on 2008 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.

Book Social Games and Identity in the Higher Education Workplace

Download or read book Social Games and Identity in the Higher Education Workplace written by Michelle Addison and published by Springer. This book was released on 2016-07-15 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: We all play games at work – but have you ever wondered how your identity becomes bound up with game playing? This book is about employees in the Higher Education workplace and it provides an interpretation of why people act the way they do at work as an expression of game playing. It offers an insight into how people try to adapt and fit in at work by looking at how value is attached to certain identities through the lens of class and gender. The figure of the 'chav', the 'emotional woman', 'The Grafter', and 'Mrs. Bucket', are explored in detail as representations of what kinds of people are permitted, or not, to fit in at work. These identities are topical, and may even be familiar to readers, but the author’s analysis of them challenges why they exist, what function these identities serve at work, and who is able to deploy and inscribe them as part of the games people play at work.

Book Videogames  Identity and Digital Subjectivity

Download or read book Videogames Identity and Digital Subjectivity written by Rob Gallagher and published by Routledge. This book was released on 2017-07-06 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.

Book Game Without Frontiers

Download or read book Game Without Frontiers written by Richard Giulianotti and published by Routledge. This book was released on 1994 with total page 408 pages. Available in PDF, EPUB and Kindle. Book excerpt: Through a variety of international and interdisciplinary perspectives, this book provides a contemporary examination of football's social and cultural status as a modern and global game, for its national and club sides, its spectators and players.

Book Gaming Representation

Download or read book Gaming Representation written by Jennifer Malkowski and published by . This book was released on 2017 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.

Book The Inheritance Games

Download or read book The Inheritance Games written by Jennifer Lynn Barnes and published by Little, Brown Books for Young Readers. This book was released on 2020-09-01 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: OVER 3 MILLION COPIES SOLD OF THE #1 BESTSELLING SERIES! Don't miss this New York Times bestselling "impossible to put down" (Buzzfeed) novel with deadly stakes, thrilling twists, and juicy secrets—perfect for fans of One of Us is Lying and Knives Out. Avery Grambs has a plan for a better future: survive high school, win a scholarship, and get out. But her fortunes change in an instant when billionaire Tobias Hawthorne dies and leaves Avery virtually his entire fortune. The catch? Avery has no idea why—or even who Tobias Hawthorne is. To receive her inheritance, Avery must move into sprawling, secret passage-filled Hawthorne House, where every room bears the old man's touch—and his love of puzzles, riddles, and codes. Unfortunately for Avery, Hawthorne House is also occupied by the family that Tobias Hawthorne just dispossessed. This includes the four Hawthorne grandsons: dangerous, magnetic, brilliant boys who grew up with every expectation that one day, they would inherit billions. Heir apparent Grayson Hawthorne is convinced that Avery must be a conwoman, and he's determined to take her down. His brother, Jameson, views her as their grandfather's last hurrah: a twisted riddle, a puzzle to be solved. Caught in a world of wealth and privilege with danger around every turn, Avery will have to play the game herself just to survive. **The games continue in The Hawthorne Legacy, The Final Gambit, and The Brothers Hawthorne!

Book Online Identity

Download or read book Online Identity written by Laura Perdew and published by ABDO. This book was released on 2016-08-15 with total page 115 pages. Available in PDF, EPUB and Kindle. Book excerpt: The flow of information through our modern digital world has led to many new issues and controversies. Online Identityexamines the benefits and consequences of storing massive amounts of personal data on the Internet. Compelling text, well-chosen photographs, and extensive back matter give readers a clear look at these complex issues. Features include essential facts, a glossary, additional resources, source notes, and an index. Aligned to Common Core Standards and correlated to state standards. Essential Library is an imprint of Abdo Publishing, a division of ABDO.

Book Ready Player Two

Download or read book Ready Player Two written by Shira Chess and published by U of Minnesota Press. This book was released on 2017-10-01 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Book SLAY

    Book Details:
  • Author : Brittney Morris
  • Publisher : Simon & Schuster Books for Young Readers
  • Release : 2019-09-24
  • ISBN : 1534445420
  • Pages : 336 pages

Download or read book SLAY written by Brittney Morris and published by Simon & Schuster Books for Young Readers. This book was released on 2019-09-24 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Publishers Weekly Best Book of 2019! “Gripping and timely.” —People “The YA debut we’re most excited for this year.” —Entertainment Weekly “A book that knocks you off your feet while dropping the kind of knowledge that’ll keep you down for the count. Prepare to BE slain.” —Nic Stone, New York Times bestselling author of Dear Martin and Odd One Out Ready Player One meets The Hate U Give in this dynamite debut novel that follows a fierce teen game developer as she battles a real-life troll intent on ruining the Black Panther–inspired video game she created and the safe community it represents for Black gamers. By day, seventeen-year-old Kiera Johnson is an honors student, a math tutor, and one of the only Black kids at Jefferson Academy. But at home, she joins hundreds of thousands of Black gamers who duel worldwide as Nubian personas in the secret multiplayer online role-playing card game, SLAY. No one knows Kiera is the game developer, not her friends, her family, not even her boyfriend, Malcolm, who believes video games are partially responsible for the “downfall of the Black man.” But when a teen in Kansas City is murdered over a dispute in the SLAY world, news of the game reaches mainstream media, and SLAY is labeled a racist, exclusionist, violent hub for thugs and criminals. Even worse, an anonymous troll infiltrates the game, threatening to sue Kiera for “anti-white discrimination.” Driven to save the only world in which she can be herself, Kiera must preserve her secret identity and harness what it means to be unapologetically Black in a world intimidated by Blackness. But can she protect her game without losing herself in the process?

Book The Duke Identity  Hot Historical Romance and Mystery

Download or read book The Duke Identity Hot Historical Romance and Mystery written by Grace Callaway and published by Grace Callaway. This book was released on 2018-04-19 with total page 389 pages. Available in PDF, EPUB and Kindle. Book excerpt: From USA Today Bestseller Grace Callaway Winner of the Daphne du Maurier Award for Excellence in Mystery & Suspense National Excellence in Romance Fiction Award Finalist “This story had everything you could ask for, humor, steamy romance, betrayal, and love. If you enjoy reading red hot romances with a good storyline and delightful witty characters, this is a must read!” -Goodreads He's a policeman on a hunt for justice. She's a proud daughter of the London criminal underworld. Danger brings them together...and desire binds them in this steamy enemies to lovers romance. Shattered by betrayal, former scholar Harry Kent has made a new life for himself as a policeman. Sent on a dangerous covert mission, he must protect a clever and wicked beauty who specializes in disguises and mischief. She stands for everything he scorns--and seduces him with every look of her innocent eyes... A princess of London's criminal underworld, Tessa Todd wants to defend her family against cutthroat enemies. Her powerful grandfather, however, insists upon keeping her under lock and key. When she is assigned a stoic and damnably handsome new bodyguard, she resists his dominant ways--and a passionate war of wills begins... Thrown together by crisis, Harry and Tessa will test the bounds of desire, loyalty, and trust. On the run from their foes and from their own hearts, they must find salvation in each other—before time runs out. "I LOVED this book! It took me back to a Johanna Lindsey novel. What a fantastic idea to turn the Regency genre on its head and do an "underworld" take on it." -Daphne du Maurier Award Judge Grace's books feature steamy historical romance, fun and feel-good happily ever afters, and exciting mystery and adventure. Her books are standalones which can also be enjoyed as part of her interconnected series set in the same universe. GAME OF DUKES (hot Victorian romance) #1 The Duke Identity (Harry & Tessa) #2 Enter the Duke (Ransom & Maggie) #3 Regarding the Duke (Garrity & Gabby) #4 The Duke Redemption (Wickham & Beatrice) #5 The Return of the Duke (Severin & Fancy) #6 Steamy Winter Wishes: A Hot Historical Romance Short Story LADY CHARLOTTE'S SOCIETY OF ANGELS (hot Victorian romance) #1 Olivia and the Masked Duke (Livy & Ben) #2 Pippa and the Prince of Secrets (Pippa & Cullen) #3 Fiona and the Enigmatic Earl (Fiona & Thomas) #4 Glory and the Master of Shadows (Glory & Wei) #5 Charlotte and the Seductive Spymaster (Preorder available) HEART OF ENQUIRY (THE KENTS) (hot Regency romance) Prequel Novella: The Widow Vanishes (Will & Annabel) #1 The Duke Who Knew Too Much (Alaric & Emma) #2 M is for Marquess (Gabriel & Thea) #3 The Lady Who Came in from the Cold (Marcus & Penny) #4 The Viscount Always Knocks Twice (Richard & Violet) #5 Never Say Never to an Earl (Sinjin & Polly) #6 The Gentleman Who Loved Me (Andrew & Primrose) MAYHEM IN MAYFAIR (hot Regency romance) #1 Her Husband's Harlot (Helena & Nicholas) #2 Her Wanton Wager (Percy & Gavin) #3 Her Protector's Pleasure (Marianne & Ambrose) #4 Her Prodigal Passion (Charity & Paul)