Author: Matthew Spokes
Publisher: Emerald Group Publishing
ISBN: 1838674314
Category : Computers
Languages : en
Pages : 185
Book Description
Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
Gaming and the Virtual Sublime
Author: Matthew Spokes
Publisher: Emerald Group Publishing
ISBN: 1838674314
Category : Computers
Languages : en
Pages : 185
Book Description
Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
Publisher: Emerald Group Publishing
ISBN: 1838674314
Category : Computers
Languages : en
Pages : 185
Book Description
Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
Gaming and the Virtual Sublime
Author: Matthew Spokes
Publisher: Emerald Group Publishing
ISBN: 1838674330
Category : Computers
Languages : en
Pages : 196
Book Description
Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
Publisher: Emerald Group Publishing
ISBN: 1838674330
Category : Computers
Languages : en
Pages : 196
Book Description
Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
Difficult Death, Dying and the Dead in Media and Culture
Author: Sharon Coleclough
Publisher: Springer Nature
ISBN: 3031407326
Category : Social Science
Languages : en
Pages : 293
Book Description
This book responds to a growing interest in death, dying and the dead within and beyond the field of death studies. The collection defines an understanding of ‘difficult death’ and examines the differences between death, dying and the dead, as well as exploring the ethical challenges of researching death in mediated form. The collection is attendant to the ways in which difficult deaths are imbricated in power structures both before and after they become mediatised in culture. As such, the work navigates the many political and social complexities and inequalities – what might be deemed the difficulties – of death, dying and the dead. The book seeks to expand understandings of the difficulty of death in media and culture through a wide range of chapters from different contexts focused on literature, film, television, and in online environments, as well as several chapters examining news reportage of difficult deaths.
Publisher: Springer Nature
ISBN: 3031407326
Category : Social Science
Languages : en
Pages : 293
Book Description
This book responds to a growing interest in death, dying and the dead within and beyond the field of death studies. The collection defines an understanding of ‘difficult death’ and examines the differences between death, dying and the dead, as well as exploring the ethical challenges of researching death in mediated form. The collection is attendant to the ways in which difficult deaths are imbricated in power structures both before and after they become mediatised in culture. As such, the work navigates the many political and social complexities and inequalities – what might be deemed the difficulties – of death, dying and the dead. The book seeks to expand understandings of the difficulty of death in media and culture through a wide range of chapters from different contexts focused on literature, film, television, and in online environments, as well as several chapters examining news reportage of difficult deaths.
Critical Gaming: Interactive History and Virtual Heritage
Author: Erik Champion
Publisher: Routledge
ISBN: 1317157397
Category : Language Arts & Disciplines
Languages : en
Pages : 232
Book Description
This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.
Publisher: Routledge
ISBN: 1317157397
Category : Language Arts & Disciplines
Languages : en
Pages : 232
Book Description
This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.
Representations of the Post/human
Author: Elaine L. Graham
Publisher: Manchester University Press
ISBN: 9780719054426
Category : Religion
Languages : en
Pages : 284
Book Description
This work draws together a wide range of literature on contemporary technologies and their ethical implications. It focuses on advances in medical, reproductive, genetic and information technologies.
Publisher: Manchester University Press
ISBN: 9780719054426
Category : Religion
Languages : en
Pages : 284
Book Description
This work draws together a wide range of literature on contemporary technologies and their ethical implications. It focuses on advances in medical, reproductive, genetic and information technologies.
Designing Virtual Worlds
Author: Richard A. Bartle
Publisher: New Riders
ISBN: 9780131018167
Category : Computers
Languages : en
Pages : 768
Book Description
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Publisher: New Riders
ISBN: 9780131018167
Category : Computers
Languages : en
Pages : 768
Book Description
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Seven Sublimes
Author: David E. Nye
Publisher: MIT Press
ISBN: 0262369834
Category : Technology & Engineering
Languages : en
Pages : 229
Book Description
A reconception of the sublime to include experiences of disaster, war, outer space, virtual reality, and the Anthropocene. We experience the sublime—overwhelming amazement and exhilaration—in at least seven different forms. Gazing from the top of a mountain at a majestic vista is not the same thing as looking at a city from the observation deck of a skyscraper; looking at images constructed from Hubble Space Telescope data is not the same as living through a powerful earthquake. The varieties of sublime experience have increased during the last two centuries, and we need an expanded terminology to distinguish between them. In this book, David Nye delineates seven forms of the sublime: natural, technological, disastrous, martial, intangible, digital, and environmental, which express seven different relationships to space, time, and identity. These forms of the sublime can be experienced at historic sites, ruins, cities, national parks, or on the computer screen. We find them in beautiful landscapes and gigantic dams, in battle and on battlefields, in images of black holes and microscopic particles. The older forms are tangible, when we are physically present and our senses are fully engaged; increasingly, others are intangible, mediated through technology. Nye examines each of the seven sublimes, framed by philosophy but focused on historical examples.
Publisher: MIT Press
ISBN: 0262369834
Category : Technology & Engineering
Languages : en
Pages : 229
Book Description
A reconception of the sublime to include experiences of disaster, war, outer space, virtual reality, and the Anthropocene. We experience the sublime—overwhelming amazement and exhilaration—in at least seven different forms. Gazing from the top of a mountain at a majestic vista is not the same thing as looking at a city from the observation deck of a skyscraper; looking at images constructed from Hubble Space Telescope data is not the same as living through a powerful earthquake. The varieties of sublime experience have increased during the last two centuries, and we need an expanded terminology to distinguish between them. In this book, David Nye delineates seven forms of the sublime: natural, technological, disastrous, martial, intangible, digital, and environmental, which express seven different relationships to space, time, and identity. These forms of the sublime can be experienced at historic sites, ruins, cities, national parks, or on the computer screen. We find them in beautiful landscapes and gigantic dams, in battle and on battlefields, in images of black holes and microscopic particles. The older forms are tangible, when we are physically present and our senses are fully engaged; increasingly, others are intangible, mediated through technology. Nye examines each of the seven sublimes, framed by philosophy but focused on historical examples.
A New Virtual Ethics
Author: René Reinhold Schallegger
Publisher: McFarland
ISBN: 147669186X
Category : Games & Activities
Languages : en
Pages : 239
Book Description
We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. This book focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement.
Publisher: McFarland
ISBN: 147669186X
Category : Games & Activities
Languages : en
Pages : 239
Book Description
We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. This book focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement.
New Romantic Cyborgs
Author: Mark Coeckelbergh
Publisher: MIT Press
ISBN: 0262343096
Category : Science
Languages : en
Pages : 332
Book Description
An account of the complex relationship between technology and romanticism that links nineteenth-century monsters, automata, and mesmerism with twenty-first-century technology's magic devices and romantic cyborgs. Romanticism and technology are widely assumed to be opposed to each other. Romanticism—understood as a reaction against rationalism and objectivity—is perhaps the last thing users and developers of information and communication technology (ICT) think about when they engage with computer programs and electronic devices. And yet, as Mark Coeckelbergh argues in this book, this way of thinking about technology is itself shaped by romanticism and obscures a better and deeper understanding of our relationship to technology. Coeckelbergh describes the complex relationship between technology and romanticism that links nineteenth-century monsters, automata, and mesmerism with twenty-first-century technology's magic devices and romantic cyborgs. Coeckelbergh argues that current uses of ICT can be interpreted as attempting a marriage of Enlightenment rationalism and romanticism. He describes the “romantic dialectic,” when this new kind of material romanticism, particularly in the form of the cyborg as romantic figure, seems to turn into its opposite. He shows that both material romanticism and the objections to it are still part of modern thinking, and part of the romantic dialectic. Reflecting on what he calls “the end of the machine,” Coeckelbergh argues that to achieve a more profound critique of contemporary technologies and culture, we need to explore not only different ways of thinking but also different technologies—and that to accomplish the former we require the latter.
Publisher: MIT Press
ISBN: 0262343096
Category : Science
Languages : en
Pages : 332
Book Description
An account of the complex relationship between technology and romanticism that links nineteenth-century monsters, automata, and mesmerism with twenty-first-century technology's magic devices and romantic cyborgs. Romanticism and technology are widely assumed to be opposed to each other. Romanticism—understood as a reaction against rationalism and objectivity—is perhaps the last thing users and developers of information and communication technology (ICT) think about when they engage with computer programs and electronic devices. And yet, as Mark Coeckelbergh argues in this book, this way of thinking about technology is itself shaped by romanticism and obscures a better and deeper understanding of our relationship to technology. Coeckelbergh describes the complex relationship between technology and romanticism that links nineteenth-century monsters, automata, and mesmerism with twenty-first-century technology's magic devices and romantic cyborgs. Coeckelbergh argues that current uses of ICT can be interpreted as attempting a marriage of Enlightenment rationalism and romanticism. He describes the “romantic dialectic,” when this new kind of material romanticism, particularly in the form of the cyborg as romantic figure, seems to turn into its opposite. He shows that both material romanticism and the objections to it are still part of modern thinking, and part of the romantic dialectic. Reflecting on what he calls “the end of the machine,” Coeckelbergh argues that to achieve a more profound critique of contemporary technologies and culture, we need to explore not only different ways of thinking but also different technologies—and that to accomplish the former we require the latter.
The Laws of Cool
Author: Alan Liu
Publisher: University of Chicago Press
ISBN: 0226487008
Category : Science
Languages : en
Pages : 586
Book Description
Knowledge work is now the reigning business paradigm and affects even the world of higher education. But what perspective can the knowledge of the humanities and arts contribute to a world of knowledge work whose primary mission is business? And what is the role of information technology as both the servant of the knowledge economy and the medium of a new technological cool? In The Laws of Cool, Alan Liu reflects on these questions as he considers the emergence of new information technologies and their profound influence on the forms and practices of knowledge.
Publisher: University of Chicago Press
ISBN: 0226487008
Category : Science
Languages : en
Pages : 586
Book Description
Knowledge work is now the reigning business paradigm and affects even the world of higher education. But what perspective can the knowledge of the humanities and arts contribute to a world of knowledge work whose primary mission is business? And what is the role of information technology as both the servant of the knowledge economy and the medium of a new technological cool? In The Laws of Cool, Alan Liu reflects on these questions as he considers the emergence of new information technologies and their profound influence on the forms and practices of knowledge.