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Book The Year s Work in Nerds  Wonks  and Neocons

Download or read book The Year s Work in Nerds Wonks and Neocons written by Jonathan P. Eburne and published by Indiana University Press. This book was released on 2017-04-17 with total page 379 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essays on intellect, passion, alienation, and America’s geeky subcultures. What happens when math nerds, band and theater geeks, goths, sci-fi fanatics, Young Republican debate poindexters, techies, Trekkies, D&D players, wallflowers, bookworms, and RPG players grow up? And what can they tell us about the life of the mind in the contemporary United States? With recent years bringing us phenomena from #GamerGate to The Big Bang Theory, it’s clear that nerds, policy wonks, and neoconservatives play a major role in today’s popular culture. The Year’s Work in Nerds, Wonks, and Neocons delves into subcultures of intellectual history to explore their influence on contemporary American intellectual life. Not limiting themselves to describing how individuals are depicted, the authors consider the intellectual endeavors these depictions have come to represent, exploring many models and practices of learnedness, reflection, knowledge production, and opinion in the contemporary world. As teachers, researchers, and university scholars continue to struggle for mainstream visibility, this book illuminates the other forms of intellectual excitement that have emerged alongside them and found ways to survive and even thrive in the face of dismissal or contempt.

Book Neverending Stories

    Book Details:
  • Author : R. Lyle Skains
  • Publisher : Bloomsbury Publishing USA
  • Release : 2022-12-29
  • ISBN : 1501364928
  • Pages : 289 pages

Download or read book Neverending Stories written by R. Lyle Skains and published by Bloomsbury Publishing USA. This book was released on 2022-12-29 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity-dating to the origins of the print novel-to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.

Book Teaching Jewish American Literature

Download or read book Teaching Jewish American Literature written by Roberta Rosenberg and published by Modern Language Association. This book was released on 2020-04-01 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: A multilingual, transnational literary tradition, Jewish American writing has long explored questions of personal identity and national boundaries. These questions can engage students in literature, writing, or religion; at Jewish, Christian, or secular schools; and in or outside the United States. This volume takes an expansive view of Jewish American literature, beginning with writing from the earliest colonies in the Americas and continuing to contemporary Soviet-born authors in the United States, including works that engage deeply with religious concepts and others that embrace assimilation. It invites readers to rethink the nature of American multiculturalism, suggests pairings of Jewish American texts with other ethnic American literatures, and examines the workings of whiteness and privilege. Contributors offer varied perspectives on classic texts such as Yekl, Bread Givers, and "Goodbye, Columbus," along with approaches to interdisciplinary topics including humor, graphic novels, and musical theater. The volume concludes with an extensive resources section.

Book Indie Games in the Digital Age

Download or read book Indie Games in the Digital Age written by M.J. Clarke and published by Bloomsbury Publishing USA. This book was released on 2020-04-16 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: A host of digital affordances, including reduced cost production tools, open distribution platforms, and ubiquitous connectivity, have engendered the growth of indie games among makers and users, forcing critics to reconsider the question of who makes games and why. Taking seriously this new mode of cultural produciton compells analysts to reconsider the blurred boundaries and relations of makers, users and texts as well as their respective relationship to cultural power and hierarchy. The contributions to Indie Games in the Digital Age consider these questions and examine a series of firms, makers, games and scenes, ranging from giants like Nintendo and Microsoft to grassroots games like Cards Against Humanity and Stardew Valley, to chart more precisely the productive and instructive disruption that this new site of cultural production offers.

Book Asian American Literature in Transition  1965 1996  Volume 3

Download or read book Asian American Literature in Transition 1965 1996 Volume 3 written by Asha Nadkarni and published by Asian American Literature in T. This book was released on 2021-06-17 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume traces the formation of the Asian American literary canon and the field of Asian American Studies from 1965-1996. It is intended for an academic audience, ranging from advanced undergraduate students to scholars from a variety of disciplines, interested in the formation of Asian American literary studies from 1965-1996.

Book Technology in Irish Literature and Culture

Download or read book Technology in Irish Literature and Culture written by Margaret Kelleher and published by Cambridge University Press. This book was released on 2022-12-31 with total page 637 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology in Irish Literature and Culture shows how such significant technologies—typewriters, gramophones, print, radio, television, computers—have influenced Irish literary practices and cultural production, while also examining how technology has been embraced as a theme in Irish writing. Once a largely rural and agrarian society, contemporary Ireland has embraced the communicative, performative and consumptive habits of a culture utterly reliant on the digital. This text plumbs the origins of the present moment, examining the longer history of literature's interactions with the technological and exploring how the transformative capacity of modern technology has been mediated throughout a diverse national canon. Comprising essays from some of the major figures of Irish literary and cultural studies, this volume offers a wide-ranging, comprehensive account of how Irish literature and culture have interacted with technology.

Book Wandering Games

Download or read book Wandering Games written by Melissa Kagen and published by MIT Press. This book was released on 2022-10-11 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.

Book Mental Health   Atmospheres   Video Games

Download or read book Mental Health Atmospheres Video Games written by Jimena Aguilar Rodríguez and published by transcript Verlag. This book was released on 2022-10-31 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.

Book Playing at a Distance

Download or read book Playing at a Distance written by Sonia Fizek and published by MIT Press. This book was released on 2022-11-01 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential exploration of the video game aesthetic that decenters the human player—requiring little human action—and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.

Book Materializing Digital Futures

Download or read book Materializing Digital Futures written by Toija Cinque and published by Bloomsbury Publishing USA. This book was released on 2022-01-27 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital, visual media are found in most aspects of everyday life, from workplaces to household devices - computer and digital television screens, appliances such as refrigerators and home assistants, and applications for social media and gaming. Each technologically enabled opportunity brings an increasingly sophisticated language with the act of pursuing the intrasensorial ways of perceiving the world around us - through touch, movement, sound and vision - that is the heart of screen media use and audience engagement with digital artifacts. Drawing on digital media's currently evolving transformation and transforming capacity this book builds a story of the multiple processes in robotics and AI, virtual reality, creative image and sound production, the representation of data and creative practice. Issues around commodification, identity, identification, and political economy are critically examined for the emerging and affecting encounters and perceptions that are brought to bear.

Book Slow Narrative and Nonhuman Materialities

Download or read book Slow Narrative and Nonhuman Materialities written by Marco Caracciolo and published by U of Nebraska Press. This book was released on 2022-03 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: Marco Caracciolo investigates how the experience of slowness in contemporary narrative practices can create a vision of interconnectedness between human communities and the nonhuman world in an era marked by dramatically shifting climate patterns.

Book Video Games Have Always Been Queer

Download or read book Video Games Have Always Been Queer written by Bo Ruberg and published by NYU Press. This book was released on 2019-03-19 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.

Book On Soulsring Worlds

Download or read book On Soulsring Worlds written by Marco Caracciolo and published by Taylor & Francis. This book was released on 2024-02-26 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of gameplay. The book delivers an object lesson on the value of narrative (and) complexity in digital play and in the interpretive practices it gives rise to. Cross-fertilizing narrative theory, game studies, and nonhuman-oriented philosophy, this book will appeal to students and scholars of game studies, media studies, narratology, and video game ethnography.

Book Surrealist women s writing

Download or read book Surrealist women s writing written by Anna Watz and published by Manchester University Press. This book was released on 2021-01-12 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Surrealist women’s writing: A critical exploration is the first sustained critical inquiry into the writing of women associated with surrealism. Featuring original essays by leading scholars of surrealism, the volume demonstrates the extent and the historical, linguistic, and culturally contextual breadth of this writing. It also highlights how the specifically surrealist poetics and politics of these writers’ work intersect with and contribute to contemporary debates on, for example, gender, sexuality, subjectivity, otherness, anthropocentrism, and the environment. Drawing on a variety of innovative theoretical approaches, the essays in the volume focus on the writing of numerous women surrealists, many of whom have hitherto mainly been known for their visual rather than their literary production. These include Claude Cahun, Leonora Carrington, Kay Sage, Colette Peignot, Suzanne Césaire, Unica Zürn, Ithell Colquhoun, Leonor Fini, Dorothea Tanning, and Rikki Ducornet.

Book How Pac Man Eats

Download or read book How Pac Man Eats written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2020-12-15 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean. Wardrip-Fruin proposes that games work at a fundamental level on which their mechanics depend: operational logics. Games are about things because they use play to address topics; they do this through playable models (of which operational logics are the primary building blocks): larger structures used to represent what happens in a game world that relate meaningfully to a theme. Game creators can expand the expressiveness of games, Wardrip-Fruin explains, by expanding an operational logic. Pac-Man can eat, for example, because a game designer expanded the meaning of collision from hitting things to consuming them. Wardrip-Fruin describes strategies game creators use to expand what can be said through games, with examples drawn from indie games, art games, and research games that address themes ranging from border policy to gender transition. These include Papers, Please, which illustrates expansive uses of pattern matching; Prom Week, for which the game's developers created a model of social volition to enable richer relationships between characters; and Dys4ia, which demonstrates a design approach that supports game metaphors of high complexity.

Book Media Crossroads

    Book Details:
  • Author : Paula J. Massood
  • Publisher : Duke University Press
  • Release : 2021-02-08
  • ISBN : 1478021306
  • Pages : 218 pages

Download or read book Media Crossroads written by Paula J. Massood and published by Duke University Press. This book was released on 2021-02-08 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: The contributors to Media Crossroads examine space and place in media as they intersect with sexuality, race, ethnicity, age, class, and ability. Considering a wide range of film, television, video games, and other media, the authors show how spaces—from the large and fantastical to the intimate and virtual—are shaped by the social interactions and intersections staged within them. The highly teachable essays include analyses of media representations of urban life and gentrification, the ways video games allow users to adopt an experiential understanding of space, the intersection of the regulation of bodies and spaces, and how style and aesthetics can influence intersectional thinking. Whether interrogating the construction of Portland as a white utopia in Portlandia or the link between queerness and the spatial design and gaming mechanics in the Legend of Zelda video game series, the contributors deepen understanding of screen cultures in ways that redefine conversations around space studies in film and media. Contributors. Amy Corbin, Desirée J. Garcia, Joshua Glick, Noelle Griffis, Malini Guha, Ina Rae Hark, Peter C. Kunze, Paula J. Massood, Angel Daniel Matos, Nicole Erin Morse, Elizabeth Patton, Matthew Thomas Payne, Merrill Schleier, Jacqueline Sheean, Sarah Louise Smyth, Erica Stein, Kirsten Moana Thompson, John Vanderhoef, Pamela Robertson Wojcik

Book Paris  Capital of the Black Atlantic

Download or read book Paris Capital of the Black Atlantic written by Jeremy Braddock and published by Johns Hopkins University Press+ORM. This book was released on 2013-09-20 with total page 558 pages. Available in PDF, EPUB and Kindle. Book excerpt: “How African-American artists and intellectuals sought greater liberty in Paris while also questioning the extent of the freedoms they so publicly praised.” —American Literary History Paris has always fascinated and welcomed writers. Throughout the twentieth and into the twenty-first century, writers of American, Caribbean, and African descent were no exception. Paris, Capital of the Black Atlantic considers the travels made to Paris—whether literally or imaginatively—by black writers. These collected essays explore the transatlantic circulation of ideas, texts, and objects to which such travels to Paris contributed. Editors Jeremy Braddock and Jonathan P. Eburne expand upon an acclaimed special issue of the journal Modern Fiction Studies with four new essays and a revised introduction. Beginning with W. E. B. Du Bois’s trip to Paris in 1900and ending with the contemporary state of diasporic letters in the French capital, this collection embraces theoretical close readings, materialist intellectual studies of networks, comparative essays, and writings at the intersection of literary and visual studies. Paris, Capital of the Black Atlantic is unique both in its focus on literary fiction as a formal and sociological category and in the range of examples it brings to bear on the question of Paris as an imaginary capital of diasporic consciousness. “Demonstrate[s] how Black writers shaped history and contributed to conflicting notions of modernity hosted in Paris . . . The wide range of writers and scholars from American and Francophone studies makes this collection very original and an exciting adventure in concepts, movements, and ideologies that could be acceptable to non-specialists as well.” —American Studies