The Play in the System
Title | The Play in the System PDF eBook |
Author | Anna Watkins Fisher |
Publisher | Duke University Press |
Pages | 208 |
Release | 2020-09-21 |
Genre | Art |
ISBN | 1478012323 |
What does artistic resistance look like in the twenty-first century, when disruption and dissent have been co-opted and commodified in ways that reinforce dominant systems? In The Play in the System Anna Watkins Fisher locates the possibility for resistance in artists who embrace parasitism—tactics of complicity that effect subversion from within hegemonic structures. Fisher tracks the ways in which artists on the margins—from hacker collectives like Ubermorgen to feminist writers and performers like Chris Kraus—have willfully abandoned the radical scripts of opposition and refusal long identified with anticapitalism and feminism. Space for resistance is found instead in the mutually, if unevenly, exploitative relations between dominant hosts giving only as much as required to appear generous and parasitical actors taking only as much as they can get away with. The irreverent and often troubling works that result raise necessary and difficult questions about the conditions for resistance and critique under neoliberalism today.
Learning by Playing. Game-based Education System Design and Development
Title | Learning by Playing. Game-based Education System Design and Development PDF eBook |
Author | Maiga Chang |
Publisher | Springer |
Pages | 596 |
Release | 2009-07-31 |
Genre | Education |
ISBN | 3642033644 |
With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.
Guitar Melody Chord Playing System
Title | Guitar Melody Chord Playing System PDF eBook |
Author | Mel Bay |
Publisher | Mel Bay Publications |
Pages | 97 |
Release | 2010-10-07 |
Genre | Music |
ISBN | 1609747798 |
This is Mel Bay's landmark system for playing guitar solos in chord style using popular sheet music. This method is accessible to the intermediate level student and is applicable for pick or fingerstyle performance. In notation and tablature.
Gaia Saga Universal Role-Playing System
Title | Gaia Saga Universal Role-Playing System PDF eBook |
Author | Bill Rosser |
Publisher | Lulu.com |
Pages | 269 |
Release | 2010-12-09 |
Genre | Games & Activities |
ISBN | 055794919X |
Gaia Saga is a universal role-playing system that focuses on as much flexibility for character creation as possible. Using an interesting and unique set of rules, Gaia Saga allows players and game masters alike to experience an ever-changing dice system that grows and develops as your story moves along. This flexible dice system allows characters to endlessly evolve into more powerful beings than you could ever imagine possible in a table top game. The manual includes over thirteen playable races to choose from, each with their own set of ethnic classes to broaden your horizons. It also features lists for job professions, skills, special abilities, spell schools, a personality and emotions engine as well as a leveling system based upon the spending of accrued experience points to any area you desire. You get to upgrade your characters when you want to, as often as you want to, and without the hassle of waiting for multiple game sessions to end just to reach that next level.
Playing the Field
Title | Playing the Field PDF eBook |
Author | Sascha Pöhlmann |
Publisher | Walter de Gruyter GmbH & Co KG |
Pages | 302 |
Release | 2019-08-19 |
Genre | History |
ISBN | 3110655721 |
American Studies has only gradually turned its attention to video games in the twenty-first century, even though the medium has grown into a cultural industry that is arguably the most important force in American and global popular culture today. There is an urgent need for a substantial theoretical reflection on how the field and its object of study relate to each other. This anthology, the first of its kind, seeks to address this need by asking a dialectic question: first, how may American Studies apply its highly diverse theoretical and methodological tools to the analysis of video games, and second, how are these theories and methods in turn affected by the games? The eighteen essays offer exemplary approaches to video games from the perspective of American cultural and historical studies as they consider a broad variety of topics: the US-American games industry, Puritan rhetoric, cultural geography, mobility and race, urbanity and space, digital sports, ludic textuality, survival horror and the eighteenth-century novel, gamer culture and neoliberalism, terrorism and agency, algorithm culture, glitches, theme parks, historical guilt, visual art, sonic meaning-making, and nonverbal gameplay.
Plug and Play System Architecture
Title | Plug and Play System Architecture PDF eBook |
Author | Tom Shanley |
Publisher | Addison-Wesley Professional |
Pages | 356 |
Release | 1995 |
Genre | Computers |
ISBN | 9780201410136 |
Learn Microsoft's major new PC hardware standard.
Beyond Choices
Title | Beyond Choices PDF eBook |
Author | Miguel Sicart |
Publisher | MIT Press |
Pages | 189 |
Release | 2013-09-06 |
Genre | Games & Activities |
ISBN | 0262317133 |
How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.