Playable Bodies

Playable Bodies
Title Playable Bodies PDF eBook
Author Kiri Miller
Publisher Oxford University Press
Pages 257
Release 2017
Genre Music
ISBN 0190257849

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Playable Bodies investigates what happens when machines teach humans to dance. Dance video games work as engines of humor, shame, trust, and intimacy, urging players to dance like nobody's watching--while being tracked by motion-sensing interfaces in their living rooms. The chart-topping dance game franchises Just Dance and Dance Central transform players' experiences of popular music, invite experimentation with gendered and racialized movement styles, and present new possibilities for teaching, learning, and archiving choreography. Author Kiri Miller shows how these games teach players to regard their own bodies as both interfaces and avatars, and how a convergence of choreography and programming code is driving a new wave of full-body virtual-reality media experiences. Drawing on five years of ethnographic research with players, game designers, and choreographers, Playable Bodies situates dance games in a media ecology that includes the larger game industry, viral music videos, reality TV competitions, marketing campaigns, consumer reviews, social media discourse, and emerging surveillance technologies. Miller tracks the circulation of dance gameplay and related "body projects" across media platforms to reveal how dance games function as "intimate media," configuring new relationships among humans, interfaces, music and dance repertoires, and social media practices.

A Play of Bodies

A Play of Bodies
Title A Play of Bodies PDF eBook
Author Brendan Keogh
Publisher MIT Press
Pages 249
Release 2018-04-06
Genre Games & Activities
ISBN 0262037637

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An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.

Fitness Fiesta!

Fitness Fiesta!
Title Fitness Fiesta! PDF eBook
Author Petra R. Rivera-Rideau
Publisher Duke University Press
Pages 137
Release 2024-08-23
Genre Social Science
ISBN 147805980X

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As a fitness brand, Zumba Fitness has cultivated a devoted fan base of fifteen million participants spread across 180 countries. In Fitness Fiesta! Petra R. Rivera-Rideau analyzes how Zumba uses Latin music and dance to create and sell a vision of Latinness that’s tropical, hypersexual, and party-loving. Rivera-Rideau focuses on the five tropes that the Zumba brand uses to create this Latinness: authenticity, fiesta, fun, dreams, and love. Closely examining videos, ads, memes, and press coverage as well as interviews she conducted with instructors, Rivera-Rideau traces how Zumba Fitness constructs its ideas of Latinx culture by carefully balancing a longing for apparent authenticity with a homogenization of a marketable “south of the border”-style vacation. She shows how Zumba Fitness claims to celebrate Latinx culture and diversity while it simultaneously traffics in the same racial and ethnic stereotypes that are used to justify racist and xenophobic policies targeting Latinx communities in the United States. In so doing, Rivera-Rideau demonstrates not only the complex relationship between Latinidad and neoliberal, postracial America but also what that relationship means for the limits and possibilities of multicultural citizenship today.

My Vancouver Dance History

My Vancouver Dance History
Title My Vancouver Dance History PDF eBook
Author Peter Dickinson
Publisher McGill-Queen's Press - MQUP
Pages
Release 2020-08-20
Genre Performing Arts
ISBN 022800246X

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In the past decade, Vancouver dance has received tremendous acclaim nationally and internationally, as witnessed by the success of choreographer Crystal Pite and a rejuvenated Ballet BC. But this is only part of a vibrant and diverse story of contemporary movement practices in the city. In My Vancouver Dance History Peter Dickinson crafts an embodied narrative that focuses on his critical and creative collaborations with nine Vancouver-based dance artists and companies. Mixing interview excerpts with fieldwork descriptions of studio research and performance analysis, Dickinson draws on ten years of close observation to delve into the individual histories of select members of this community, while also relating the cumulative story of Vancouver dance production and performance as it has unfolded in the past decade. The voices of other invested participants interpolate this rich history, and chapters are interspersed with a series of "movement intervals" that reflect key moments in Dickinson's history as a spectator, scholar, and collaborator. In innovative ways, Dickinson suggests that when we pay attention to the larger social topography of dance practice - the sites that give rise to it, the labour that goes into it, and the professional friendships it engenders - we can properly understand dance's contributions to civic life.

Gender and Sexuality in Online Game Cultures

Gender and Sexuality in Online Game Cultures
Title Gender and Sexuality in Online Game Cultures PDF eBook
Author Jenny Sundén
Publisher Routledge
Pages 250
Release 2012-03-12
Genre Social Science
ISBN 1136499784

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How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.

Design, Mediation, and the Posthuman

Design, Mediation, and the Posthuman
Title Design, Mediation, and the Posthuman PDF eBook
Author Dennis M. Weiss
Publisher Lexington Books
Pages 327
Release 2014-08-14
Genre Philosophy
ISBN 0739191780

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Though the progress of technology continually pushes life toward virtual existence, the last decade has witnessed a renewed focus on materiality. Design, Mediation, and the Posthuman bears witness to the attention paid byliterary theorists, digital humanists, rhetoricians, philosophers, and designers to the crafted environment, the manner in which artifacts mediate human relations, and the constitution of a world in which the boundary between humans and things has seemingly imploded. The chapters reflect on questions about the extent to which we ought to view humans and nonhuman artifacts as having equal capacity for agency and life, and the ways in which technological mediation challenges the central tenets of humanism and anthropocentrism. Contemporary theories of human-object relations presage the arrival of the posthuman, which is no longer a futuristic or science-fictional concept but rather one descriptive of the present, and indeed, the past. Discussions of the posthuman already have a long history in fields like literary theory, rhetoric, and philosophy, and as advances in design and technology result in increasingly engaging artifacts that mediate more and more aspects of everyday life, it becomes necessary to engage in a systematic, interdisciplinary, critical examination of the intersection of the domains of design, technological mediation, and the posthuman. Thus, this collection brings diverse disciplines together to foster a dialogue on significant technological issues pertinent to philosophy, rhetoric, aesthetics, and science.

The Cambridge Companion to Video Game Music

The Cambridge Companion to Video Game Music
Title The Cambridge Companion to Video Game Music PDF eBook
Author Melanie Fritsch
Publisher Cambridge University Press
Pages 483
Release 2021-04-29
Genre Computers
ISBN 1108473024

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A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.