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This volume was first published by Inter-Disciplinary Press in 2013. This volume represents the collective visions of twenty-one post-humanist cyberculture scholars. The complimentary and dissenting voices within have been organized into three categories for this work, the first within the general category of Post-Humanism, what it is, why it is important, and what we as ‘pre post-human humans’ currently know about our culture and the direction it is taking us towards the eventual post-human times. Next, venture into the Cultures in Cyberspace which are shaping our future worlds today, for to understand the culture of our interconnectedness is to begin to appreciate the impossibly complex intricacies of the coming age of connectedness. To this end, New Narrativism becomes our gateway to this future.
This volume was first published by Inter-Disciplinary Press in 2016. The articles comprised in this anthology are attempting to discuss the rapid change of digital media technologies and the way they impetus our understanding of history and memory. History should not be regarded only as an object of research. It is also a subject, performing and registering agency. The aim of the articles will not be to cover the whole range of mediated histories, but to claim fresh insights for debate and discovery in terms of digital memories. In this sense, contributions for this volume will leave the “doors of perception” (Aldous Huxley) wide open and sketch the impact of media to different cultural practices, identity work and preservation of history, as well as the examination of it. Likewise, divergence of the papers at hand indicates that the concept “digital” ought to be recognized as institutional practices, methodological tools, or as content providers for memories.
Understanding that video games are a fundamentally human creation, in this volume international scholars, designers, developers, and most importantly gamers, share with us their common connection though video game culture.
Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all p...
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.
Willam Bracken (167_-1749), probably a native of Lancashire, England, immigrated to America, arriving at Philadelphia in 1699. He was living near Red Clay Creek, New Castle County, Delaware, by 1702. He and his wife, Hannah, had at least seven children. Descendants listed lived in Delaware, North Carolina, Kentucky, Tennessee, Virginia, Georgia, Alabama and elsewhere. The surname is spelled Bracken, Brackin, Brackins and Bracking.
William Bracken (d.1749) immigrated from England to Philadelphia in 1699, and settled in New Castle County, Delaware during or before 1702. Descendants lived in Delaware, Pennsylvania, Ohio, Indiana, California and elsewhere.