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Violent Games
  • Language: en
  • Pages: 288

Violent Games

It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as “essentially over,” referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth...

Computer Games
  • Language: en
  • Pages: 219

Computer Games

  • Type: Book
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  • Published: 2006-03-31
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  • Publisher: Polity

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introd...

Computer Games
  • Language: en
  • Pages: 224

Computer Games

Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introd...

Science
  • Language: en
  • Pages: 250

Science

None

The Moral Uncanny in Black Mirror
  • Language: en
  • Pages: 200

The Moral Uncanny in Black Mirror

This erudite volume examines the moral universe of the hit Netflix show Black Mirror. It brings together scholars in media studies, cultural studies, anthropology, literature, philosophy, psychology, theatre and game studies to analyse the significance and reverberations of Charlie Brooker’s dystopian universe with our present-day technologically mediated life world. Brooker’s ground-breaking Black Mirror anthology generates often disturbing and sometimes amusing future imaginaries of the dark side of ubiquitous screen life, as it unleashes the power of the uncanny. This book takes the psychoanalytic idea of the uncanny into a moral framework befitting Black Mirror’s dystopian visions. The volume suggests that the Black Mirror anthology doesn’t just make the viewer feel, on the surface, a strange recognition of closeness to some of its dystopian scenarios, but also makes us realise how very fragile, wavering, fractured, and uncertain is the human moral compass.

Misogyny, Toxic Masculinity, and Heteronormativity in Post-2000 Popular Music
  • Language: en
  • Pages: 296

Misogyny, Toxic Masculinity, and Heteronormativity in Post-2000 Popular Music

This book presents chapters that have been brought together to consider the multitude of ways that post-2000 popular music impacts on our cultures and experiences. The focus is on misogyny, toxic masculinity, and heteronormativity. The authors of the chapters consider these three concepts in a wide range of popular music styles and genres; they analyse and evaluate how the concepts are maintained and normalized, challenged, and rejected. The interconnected nature of these concepts is also woven throughout the book. The book also seeks to expand the idea of popular music as understood by many in the West to include popular music genres from outside western Europe and North America that are often ignored (for example, Bollywood and Italian hip hop), and to bring in music genres that are inarguably popular, but also sit under other labels such as rap, metal, and punk.

Experiential Learning in Virtual Worlds
  • Language: en
  • Pages: 227

Experiential Learning in Virtual Worlds

  • Type: Book
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  • Published: 2019-01-04
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  • Publisher: BRILL

None

Hope
  • Language: en
  • Pages: 600

Hope

In our times hope is called into question. The disintegration of economic systems, of states and societies, families, friendships, distrust in political structures, forces us to ask if hope has disappeared from the experience of today's men and women. In August 2019, up to 240 participants met at the international theological congress in Bratislava, Slovakia. The main lectures, congress sections and workshops aimed to provide a space for thinking about the central theme of hope in relation to philosophy, politics, pedagogy, social work, charity, interreligious dialogue and ecumenism.

Debugging Game History
  • Language: en
  • Pages: 465

Debugging Game History

  • Type: Book
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  • Published: 2024-02-06
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  • Publisher: MIT Press

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodi...

The Machinima Reader
  • Language: en
  • Pages: 356

The Machinima Reader

  • Type: Book
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  • Published: 2011-06-03
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  • Publisher: MIT Press

The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-tim...