Games of Empire

Games of Empire
Title Games of Empire PDF eBook
Author Nick Dyer-Witheford
Publisher U of Minnesota Press
Pages 425
Release 2013-11-30
Genre Social Science
ISBN 1452942706

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In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

Games of Empire

Games of Empire
Title Games of Empire PDF eBook
Author Nick Dyer-Witheford
Publisher U of Minnesota Press
Pages 337
Release 2009
Genre Business & Economics
ISBN 0816666105

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Introduction : Games in the age of empire -- Game engine : labor, capital, machine -- Immaterial labor : a workers' history of videogaming -- Cognitive capitalism : electronic arts -- Machinic subjects : the XBOX and its rivals -- Gameplay : virtual/actual -- Banal war : full spectrum warrior -- Biopower play : world of warcraft -- Imperial city : grand theft auto -- New game? -- Games of multitude -- Exodus : the metaverse and the mines.

Empire Games

Empire Games
Title Empire Games PDF eBook
Author Charles Stross
Publisher Macmillan
Pages 332
Release 2017-01-17
Genre Fiction
ISBN 1466835168

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Charles Stross builds a new series with Empire Games, expanding on the world he created in the Family Trade series, a new generation of paratime travellers walk between parallel universes. The year is 2020. It's seventeen years since the Revolution overthrew the last king of the New British Empire, and the newly-reconstituted North American Commonwealth is developing rapidly, on course to defeat the French and bring democracy to a troubled world. But Miriam Burgeson, commissioner in charge of the shadowy Ministry of Intertemporal Research and Intelligence—the paratime espionage agency tasked with catalyzing the Commonwealth's great leap forward—has a problem. For years, she's warned everyone: "The Americans are coming." Now their drones arrive in the middle of a succession crisis. In another timeline, the U.S. has recruited Miriam's own estranged daughter to spy across timelines in order to bring down any remaining world-walkers who might threaten national security. Two nuclear superpowers are set on a collision course. Two increasingly desperate paratime espionage agencies try to find a solution to the first contact problem that doesn't result in a nuclear holocaust. And two women—a mother and her long-lost daughter—are about to find themselves on opposite sides of the confrontation. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

Korea's Online Gaming Empire

Korea's Online Gaming Empire
Title Korea's Online Gaming Empire PDF eBook
Author Dal Yong Jin
Publisher MIT Press
Pages 201
Release 2010-10-01
Genre Computers
ISBN 0262288966

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The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.

Gaming Empire in Children's British Board Games, 1836-1860

Gaming Empire in Children's British Board Games, 1836-1860
Title Gaming Empire in Children's British Board Games, 1836-1860 PDF eBook
Author Megan A. Norcia
Publisher Routledge
Pages 252
Release 2019-03-25
Genre Literary Collections
ISBN 0429559267

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Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner’s A Voyage of Discovery, or Betts’ A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as "absent-minded imperialists." Considered on a continuum with children’s geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children’s literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture.

Bolt Action: Empires in Flames

Bolt Action: Empires in Flames
Title Bolt Action: Empires in Flames PDF eBook
Author Warlord Games
Publisher Bloomsbury Publishing
Pages 346
Release 2015-10-20
Genre Games & Activities
ISBN 1472813537

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Far from the battlefields of Europe and North Africa, Allied forces fought a very different war against another foe, from the jungles of Burma to the islands of the Pacific and the shores of Australia. This new Theatre Book for Bolt Action allows players to command the spearhead of the lightning Japanese conquests in the East or to fight tooth and nail as Chindits, US Marines and other Allied troops to halt the advance and drive them back. Scenarios, special rules and new units give players everything they need to recreate the ferocious battles and campaigns of the Far East, from Guadalcanal to Okinawa, Singapore, the Philippines, Iwo Jima and beyond.

Empire of Imagination

Empire of Imagination
Title Empire of Imagination PDF eBook
Author Michael Witwer
Publisher Bloomsbury Publishing USA
Pages 337
Release 2015-10-06
Genre Biography & Autobiography
ISBN 1632862794

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The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.