Advertisement
game utopia origin: The Grasshopper Bernard Suits, 2005-11-09 In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. Nonsense, says the sensible Bernard Suits: playing a game is a voluntary attempt to overcome unnecessary obstacles. The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics. |
game utopia origin: Utopics L. Marin, 2016-01-06 |
game utopia origin: The Utopia of Rules David Graeber, 2015-02-24 From the author of the international bestseller Debt: The First 5,000 Years comes a revelatory account of the way bureaucracy rules our lives Where does the desire for endless rules, regulations, and bureaucracy come from? How did we come to spend so much of our time filling out forms? And is it really a cipher for state violence? To answer these questions, the anthropologist David Graeber—one of our most important and provocative thinkers—traces the peculiar and unexpected ways we relate to bureaucracy today, and reveals how it shapes our lives in ways we may not even notice…though he also suggests that there may be something perversely appealing—even romantic—about bureaucracy. Leaping from the ascendance of right-wing economics to the hidden meanings behind Sherlock Holmes and Batman, The Utopia of Rules is at once a powerful work of social theory in the tradition of Foucault and Marx, and an entertaining reckoning with popular culture that calls to mind Slavoj Zizek at his most accessible. An essential book for our times, The Utopia of Rules is sure to start a million conversations about the institutions that rule over us—and the better, freer world we should, perhaps, begin to imagine for ourselves. |
game utopia origin: A History of English Dramatic Literature to the Death of Queen Anne Sir Adolphus William Ward, 1899 |
game utopia origin: Playing Utopia Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt, 2019-11-07 Media narratives inform our ideas of the future – and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future. |
game utopia origin: Open World Empire Christopher B. Patterson, 2020-04-14 Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments. |
game utopia origin: Utopia's Ghost Reinhold Martin, 2010-04-15 Written at the intersection of culture, politics & the city, particularly in the context of corporate globalization, 'Utopia's Ghost' challenges dominant theoretical paradigms & opens new avenues for architectural scholarship & cultural analysis. |
game utopia origin: Utopia Thomas More, 2021-04-12 What we can learn from a Renaissance nowhere In 1516, a book was published in Latin with the enigmatic Greek-derived word as its title. Utopia—which could mean either good-place or no-place—gives a traveler's account of a newly discovered island somewhere in the New World where the inhabitants enjoy a social order based purely on natural reason and justice. As the traveler describes the harmony, prosperity, and equality found there, a dramatic contrast is drawn between the ideal community he portrays and the poverty, crime, and often frightening political conditions of 16th century Europe. Written by Sir Thomas More (1477–1535)—then a rising intellectual star of the Renaissance and ultimately the advisor and friend of Henry VIII who was executed for his devoutly Catholic opposition to the king—Utopia is as complex as its author. In the form of a Platonic dialogue, Utopia explores topics such as money, property, crime, education, religious tolerance, euthanasia, and feminism. Claimed as a paean to communism (Lenin had More's name inscribed on a statue in Moscow) as often as it has been seen as a defense of traditional medieval values, Utopia began the lineage of utopian thinkers who use storytelling to explore new possibilities for human society—and remains as relevant today as when it was written in Antwerp 500 years ago. Explore the issues like feminism, euthanasia, and equality through Renaissance eyes Early communist tract or a defense of medieval values? You decide. Peer inside the enigmatic mind of the man who dared stand up to Henry VIII Appreciate the postmodern possibilities of Platonic dialogue Part of the bestselling Capstone Classics series edited by Tom Butler-Bowdon, this edition features an introduction from writer, economist, and historian Niall Kishtainy. |
game utopia origin: Metro 2035 Dmitry Glukhovsky, 2016-12 Twenty years after Doomsday, survivors of World War Three live in an underground world they have created in the subway system of Moscow. The most stubborn of the survivors, Artyom, will give anything to find and lead his own people to life again on the earth's surface. |
game utopia origin: The Squashed Philosophers Glyn Lloyd-Hughes, 2005-09 Life, unfortunately, is rather short, the little storeroom of the brain doesn't have extensible walls and the greatest of thinkers seem to be among the dullest, and the lengthiest, of writers. Which is a pity, because your Prince, whether they call themselves President or King or Prime Minister, has almost certainly read Machiavelli. Your therapist is steeped in Freud, your divines in Augustine. Lawmakers take their cues still from Paine, Rousseau and Hobbes. Science looks yet to Bacon, Copernicus and Darwin. So, here are the few most used, most quoted, the most given, sources of the West. The books that have defined the way the West thinks now, in their author's own words, but condensed and abridged into something readable. And there's more. By compressing these books to a tenth or so of their original size it becomes possible to read the whole thing as a single narrative, as the story of Western Thought, the story of how we got where we are now. The last chapter is waiting to be written. |
game utopia origin: Ruinsong Julia Ember, 2020-11-24 In Julia Ember's dark and lush LGBTQ+ romantic fantasy Ruinsong, two young women from rival factions must work together to reunite their country, as they wrestle with their feelings for each other. Her voice was her prison... Now it’s her weapon. In a world where magic is sung, a powerful mage named Cadence has been forced to torture her country's disgraced nobility at her ruthless queen's bidding. But when she is reunited with her childhood friend, a noblewoman with ties to the underground rebellion, she must finally make a choice: Take a stand to free their country from oppression, or follow in the queen’s footsteps and become a monster herself. |
game utopia origin: Albion's Seed David Hackett Fischer, 1991-03-14 This fascinating book is the first volume in a projected cultural history of the United States, from the earliest English settlements to our own time. It is a history of American folkways as they have changed through time, and it argues a thesis about the importance for the United States of having been British in its cultural origins. While most people in the United States today have no British ancestors, they have assimilated regional cultures which were created by British colonists, even while preserving ethnic identities at the same time. In this sense, nearly all Americans are Albion's Seed, no matter what their ethnicity may be. The concluding section of this remarkable book explores the ways that regional cultures have continued to dominate national politics from 1789 to 1988, and still help to shape attitudes toward education, government, gender, and violence, on which differences between American regions are greater than between European nations. |
game utopia origin: Seven Days in Utopia David L. Cook, 2011-08-16 Golfers and non-golfers alike will be moved by this powerful story of transformation revealing the secrets to success in life beyond success in our game or work. Luke Chisolm is a talented young golfer set on making the pro tour. But when his first big shot turns into a very public disaster, he escapes the pressures of the game and finds himself unexpectedly stranded in Utopia, Texas. There, he meets Johnny Crawford, an eccentric rancher with a passion for teaching truth, whose faith forces Luke to question not only his past choices, but his direction for the future. Written by author and performance psychologist Dr. David Cook--who has worked with NBA World Champions, National Collegiate Champions, PGA Tour Champions, Olympians, and many Fortune 500 companies--this remarkable and encouraging story reminds us to get our game, and our life, back on course. Now a major motion picture starring Academy Award Winner Robert Duvall and Lucas Black! Also published as Golf's Sacred Journey. |
game utopia origin: Automation and Utopia John Danaher, 2019-09-24 Automating technologies threaten to usher in a workless future. But this can be a good thing—if we play our cards right. Human obsolescence is imminent. The factories of the future will be dark, staffed by armies of tireless robots. The hospitals of the future will have fewer doctors, depending instead on cloud-based AI to diagnose patients and recommend treatments. The homes of the future will anticipate our wants and needs and provide all the entertainment, food, and distraction we could ever desire. To many, this is a depressing prognosis, an image of civilization replaced by its machines. But what if an automated future is something to be welcomed rather than feared? Work is a source of misery and oppression for most people, so shouldn’t we do what we can to hasten its demise? Automation and Utopia makes the case for a world in which, free from need or want, we can spend our time inventing and playing games and exploring virtual realities that are more deeply engaging and absorbing than any we have experienced before, allowing us to achieve idealized forms of human flourishing. The idea that we should “give up” and retreat to the virtual may seem shocking, even distasteful. But John Danaher urges us to embrace the possibilities of this new existence. The rise of automating technologies presents a utopian moment for humankind, providing both the motive and the means to build a better future. |
game utopia origin: The God Game Danny Tobey, 2020-01-09 'Like an episode of Black Mirror written by Stephen King' John Marrs, bestselling author of The One 'Immersive, claustrophobic . . . addictive' Guardian Win and All Your Dreams Come TrueTM! ;) Charlie and his friends have entered the God Game. Tasks are delivered through their phones. When they accomplish a mission, the game rewards them. Charlie's money problems could be over. Vanhi can erase the one bad grade on her university application. It's all fun and games - at first. Then the threatening messages start. Obey me. Mysterious packages show up at their homes. Shadowy figures start following them. Who else is playing this game, and how far will they go to win? As Charlie looks for a way out, there's only one rule he knows for sure. If you die in the game, you die for real. 'Smart, propulsive and gripping' Harlan Coben, #1 Sunday Times bestselling author |
game utopia origin: Rules of Play Katie Salen Tekinbas, Eric Zimmerman, 2003-09-25 An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design. |
game utopia origin: Utopia Avenue David Mitchell, 2020-07-14 NEW YORK TIMES BESTSELLER • The long-awaited new novel from the bestselling, prize-winning author of Cloud Atlas and The Bone Clocks. New York Times Book Review Editors’ Choice • “Mitchell’s rich imaginative stews bubble with history and drama, and this time the flavor is a blend of Carnaby Street and Chateau Marmont.”—The Washington Post “A sheer pleasure to read . . . Mitchell’s prose is suppler and richer than ever . . . Making your way through this novel feels like riding a high-end convertible down Hollywood Boulevard.”—Slate NAMED ONE OF THE BEST BOOKS OF THE YEAR BY The Washington Post • NPR • USA Today • The Guardian • The Independent • Kirkus Reviews • Men’s Health • PopMatters Utopia Avenue is the strangest British band you’ve never heard of. Emerging from London’s psychedelic scene in 1967, and fronted by folk singer Elf Holloway, blues bassist Dean Moss and guitar virtuoso Jasper de Zoet, Utopia Avenue embarked on a meteoric journey from the seedy clubs of Soho, a TV debut on Top of the Pops, the cusp of chart success, glory in Amsterdam, prison in Rome, and a fateful American sojourn in the Chelsea Hotel, Laurel Canyon, and San Francisco during the autumn of ’68. David Mitchell’s kaleidoscopic novel tells the unexpurgated story of Utopia Avenue’s turbulent life and times; of fame’s Faustian pact and stardom’s wobbly ladder; of the families we choose and the ones we don’t; of voices in the head, and the truths and lies they whisper; of music, madness, and idealism. Can we really change the world, or does the world change us? |
game utopia origin: Game Value Vedat Yiğitoğlu, 2020-04-05 ‘Game’ as a term, implies the game beyond its meaning and expands on it. This work solidifies the idea that, in essence games are “a form of communication” between numerous planes of thought. As such along with their rising importance, it’s no longer sufficient for games to be investigated under any single discipline, instead requiring the subject to be investigated under a variety of disciplines. In this sense, while various other works on the nature of games have tried to draw their own borders; defining their own terminologies and methods, it had at times advanced forth in an almost purist fashion; each keeping close watch on their own wellestablished areas. However, in order to completely comprehend games and their inner-workings, an inter-disciplinary approach is a necessity. in this work, “games” are being investigated in its anthropocosmological meaning, and as a form of new media. Language games, digital games, and topics like gamification are taken into account in a uniformed sense, by a variety of thinkers who are qualified as game philosophers, each with their own area expertise. |
game utopia origin: Open Utopia Saint Thomas More, 2012-03 Opinion polls, volatile voting patterns, and street protests demonstrate widespread dissatisfaction with the current system, yet the popular response so far has largely been limited to the angry outcry of No! But negation, by itself, affects nothing. The dominant system doesn't dominate because people agree with it; it rules because we're convinced there is no alternative. We need to be able to imagine a radical alternative - a Utopia - yet we are haunted by the disasters of actually existing Utopias of the past century, from fascism to authoritarian socialism. In this re-issue of Thomas More's generative volume, scholar and activist Stephen Duncombe re-imagines Utopia as an open text, one designed by More as an imaginal machine freeing us from the tyranny of the present while undermining master plans for the future. Open Utopia is the first complete English language edition of Thomas More's Utopia that honors the primary precept of Utopia itself: that all property is common property. Open Utopia, licensed under Creative Commons, is free to copy, to share, to use. But Utopia is more than the story of a far-off land with no private property. It is a text that instructs us how to approach texts, be they literary or political, in an open manner: open to criticism, open to participation, and open to re-creation. Utopia is no-place, and therefore it is up to all of us to imagine it. In this volume ... Utopia is re-imagined and brought into the digital age as a participatory technology for undermining authority and facilitating new imagination--Publisher's description |
game utopia origin: Utopia Hunters Somtow Sucharitkul, 1984 |
game utopia origin: Emotion in Games Kostas Karpouzis, Georgios N. Yannakakis, 2016-11-02 The core message of this book is: computer games best realise affective interaction. This book brings together contributions from specialists in affective computing, game studies, game artificial intelligence, user experience research, sensor technology, multi-modal interfaces and psychology that will advance the state-of-the-art in player experience research; affect modelling, induction, and sensing; affect-driven game adaptation and game-based learning and assessment. In 3 parts the books covers Theory, Emotion Modelling and Affect-Driven Adaptation, and Applications. This book will be of interest to researchers and scholars in the fields of game research, affective computing, human computer interaction, and artificial intelligence. |
game utopia origin: The Ones Who Walk Away from Omelas Ursula K. Le Guin, 2017-02-14 “Ursula Le Guin is more than just a writer of adult fantasy and science fiction . . . she is a philosopher; an explorer in the landscapes of the mind.” – Cincinnati Enquirer The recipient of numerous literary prizes, including the National Book Award, the Kafka Award, and the Pushcart Prize, Ursula K. Le Guin is renowned for her spare, elegant prose, rich characterization, and diverse worlds. The Ones Who Walk Away from Omelas is a short story originally published in the collection The Wind's Twelve Quarters. |
game utopia origin: Digital Play Stephen Kline, Nick Dyer-Witheford, Greig de Peuter, 2003-05-26 In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between access to and enclosure in technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. |
game utopia origin: OP Hunter Kraig Blackwelder, Chuck Wendig, Wayne Peacock, 2003-01-20 Wizards. Warlocks. Witches. Myths and legends describe them as powerful magicians, wise sages and humanity's helpful guides. Hunters know better. In the modern world, wizards make the impossible possible, changing the very face of reality on a whim for their own mysterious purposes. What kind of hold do they have over mankind? Hunters intend to find out -- and break it. Hunter: The Spellbound explores the magical realm of wizards as hunters perceive it, learning warlocks' strengths, fears and weaknesses. But enchanters have discovered hunters, too. Can these occult masters weave their spell and command the will of even the imbued? Not if hunters can help it. Let the witch-hunt begin. Book jacket. |
game utopia origin: Playing Dystopia Gerald Farca, 2018-11-05 Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own ›offline‹ environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games. |
game utopia origin: Oppositions Reader K. Michael Hays, 1998-11 A collection of essays from 26 issues of Oppositions, this text presents contributions from architects, theorists and historians such as Aldo Rossi, Alan Colquhom, Leon Krier and Denise Scott Brown, amongst others, are included. |
game utopia origin: The Philosophy of Computer Games John Richard Sageng, Hallvard J Fossheim, Tarjei Mandt Larsen, 2012-07-10 Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture. |
game utopia origin: The Virtual and the Real in Planning and Urban Design Claudia Yamu, Alenka Poplin, Oswald Devisch, Gert De Roo, 2017-10-12 The Virtual and the Real in Planning and Urban Design: Perspectives, Practices and Applications explores the merging relationship between physical and virtual spaces in planning and urban design. Technological advances such as smart sensors, interactive screens, locative media and evolving computation software have impacted the ways in which people experience, explore, interact with and create these complex spaces. This book draws together a broad range of interdisciplinary researchers in areas such as architecture, urban design, spatial planning, geoinformation science, computer science and psychology to introduce the theories, models, opportunities and uncertainties involved in the interplay between virtual and physical spaces. Using a wide range of international contributors, from the UK, USA, Germany, France, Switzerland, Netherlands and Japan, it provides a framework for assessing how new technology alters our perception of physical space. |
game utopia origin: The Golden Age of Video Games Roberto Dillon, 2016-04-19 This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene. |
game utopia origin: The Routledge Companion to Media Anthropology Elisabetta Costa, Patricia G. Lange, Nell Haynes, Jolynna Sinanan, 2022-09-30 The Routledge Companion to Media Anthropology provides a broad overview of the widening and flourishing area of media anthropology, and outlines key themes, debates, and emerging directions. The Routledge Companion to Media Anthropology draws together the work of scholars from across the globe, with rich ethnographic studies that address a wide range of media practices and forms. Comprising 41 chapters by a team of international contributors, the Companion is divided into three parts: Histories Approaches Thematic Considerations. The chapters offer wide-ranging explorations of how forms of mediation influence communication, social relationships, cultural practices, participation, and social change, as well as production and access to information and knowledge. This volume considers new developments, and highlights the ways in which anthropology can contribute to the study of the human condition and the social processes in which media are entangled. This is an indispensable teaching resource for advanced undergraduate and postgraduate students and an essential text for scholars working across the areas that media anthropology engages with, including anthropology, sociology, media and cultural studies, internet and communication studies, and science and technology studies. Chapters 7, 12 and 15 (CC-BY-NC-ND) and Chapter 6 (CC-BY-ND) of this book are freely available as downloadable Open Access PDFs at http://www.taylorfrancis.com. |
game utopia origin: Mutopia Istvan Csicsery-Ronay Jr, 2022-06-15 The Enlightenment’s project of establishing scientific proof for the unity of the universe led instead to the fragmentation of knowledge. The culture of certainty mutated into a culture of conjecture and speculative supplements as the image of a unified cosmos mutated into a patchwork totality. In the process, the pursuit of knowledge developed a symbiotic association with science fiction. While sf has often provided concrete ideas adopted by the knowledge faculties, equally important is the way science-fictional counterfactual world building – science fiction’s “fantastic knowledge” – has intersected with rational speculation in all fields of knowledge. As a result, the dream of a completed, rationally engineered utopia has evolved into the image of “mutopia,” in which the objects of knowledge, the process of knowing, and the science-fictional imagination itself are expected to undergo constant transformation. The essays in Mutopia address the science-fictional imagination’s relevance for scientific modeling, critical theory, the deconstruction of the future, the future of religion, the future of nations, the imagination of empire, the construction of aliens, the future of science fiction itself, and the transformation of utopia into mutopia. Written over many years by a leading scholar of science fiction, the essays are revised and expanded for republication in this collection, alongside new commentary that places them in an updated context. |
game utopia origin: The History and Allure of Interactive Visual Novels Mark Kretzschmar, Sara Raffel, 2023-06-15 Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked. |
game utopia origin: Games | Game Design | Game Studies Gundolf S. Freyermuth, 2015-11-15 How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman. |
game utopia origin: Utopian Thought in the Western World Frank Edward MANUEL, Fritzie Prigohzy Manuel, Frank Edward Manuel, 2009-06-30 The authors have structured five centuries of utopian invention by identifying successive constellations, groups of thinkers joined by common social and moral concerns. Within this framework they analyze individual writings, in the context of the author's life and of the socio-economic, religious, and political exigencies of his time. |
game utopia origin: Moreana , 1988 |
game utopia origin: Toys, Games, and Media Jeffrey Goldstein, David Buckingham, Gilles Brougere, 2004-09-10 This book is a state-of-the-art look at where toys have come from and where they are likely to go in the years ahead. The focus is on the interplay between traditional toys and play, and toys and play that are mediated by or combined with digital technology. As well as covering the technical aspects of computer mediated play activities, the authors consider how technologically enhanced toys are currently used in traditional play and how they are woven into childrens' lives. The authors contrast their findings about technologically enhanced toys with knowledge of traditional toys and play. They link their studies of toys to goals in education and to entertainment and information transfer. This book will appeal to students, researchers, teachers, child care workers and more broadly the entertainment industry. It is appropriate for courses that deal with the specialized subject of toys and games, media studies, education and teacher training, and child development. |
game utopia origin: The Philosophy of Play as Life Wendy Russell, Emily Ryall, Malcolm MacLean, 2017-09-07 It is now widely acknowledged that play is central to our lives. As a phenomenon, play poses important questions of reality, subjectivity, competition, inclusion and exclusion. This international collection is the third in a series of books (including The Philosophy of Play and Philosophical Perspectives on Play) that aims to build paradigmatic bridges between scholars of philosophy and scholars of play. Divided into four sections (Play as Life, Play as Games, Play as Art and Play as Politics), this book sheds new light on the significance of play for both children and adults in a variety of cultural settings. Its chapters encompass a range of philosophical areas of enquiry such as metaphysics, aesthetics and ethics, and the spectrum of topics explored includes games, jokes, sport and our social relationship with the Internet. With contributions from established and emerging scholars from around the world, The Philosophy of Play as Life is fascinating reading for all those with an interest in playwork, the ethics and philosophy of sport, childhood studies or the philosophy of education. |
game utopia origin: The Routledge Handbook of Literature and Space Robert Tally Jr., 2017-01-06 The spatial turn in literary studies is transforming the way we think of the field. The Routledge Handbook of Literature and Space maps the key areas of spatiality within literary studies, offering a comprehensive overview but also pointing towards new and exciting directions of study. The interdisciplinary and global approach provides a thorough introduction and includes thirty-two essays on topics such as: Spatial theory and practice Critical methodologies Work sites Cities and the geography of urban experience Maps, territories, readings. The contributors to this volume demonstrate how a variety of romantic, realist, modernist, and postmodernist narratives represent the changing social spaces of their world, and of our own world system today. |
game utopia origin: The Gallery of Memory Lina Bolzoni, 2001-01-01 This book takes as its starting point a striking paradox: that the antique tradition of the art of memory -- created by an oral culture -- reached its moment of greatest diffusion during an age that saw the birth of the printed book. |
game utopia origin: The Chronicler as Author M. Patrick Graham, Steven L. McKenzie, 1999-12-01 This volume represents an international collaboration focusing on the books of Chronicles as literature, looking at their literary sources, their techniques of composition, their perspectives, how they were read in antiquity, and the value of contemporary reading strategies for bringing the text to life in the present day. It opens with five 'Overview' articles by Kai Peltonen, Steven McKenzie, Graeme Auld, Rodney Duke and John Wright; William Schniedewind, Gary Knoppers, Ehud Ben Zvi, Armin Siedlecki and Howard Wallace deal with 'Themes'; and James Trotter, Christine Mitchell, Kirsten Nielsen, Noel Bailey, Roland Boer and Magnar Karveit address specific texts. The collection both reflects and stimulates recent and contemporary fascination with the Chronicler in biblical scholarship. |
和外国人打网游要知道哪些游戏术语? - 知乎
Oct 14, 2013 · gg wp——good game well play,国际惯例末一句——玩得漂亮. noob——表示菜鸟,群嘲极易引起对骂,尤其星际这种内置语音的,可怜的耳朵。。。 afk——away from …
乙女向游戏(Otome game) - 知乎
Sep 18, 2003 · 乙女向游戏(Otome game, 乙女ゲーム)是专门针对女性玩家开发的一类游戏,属于女性向游戏中的其中一种,以女性为主人公(玩家)、男性为可攻略角色(可攻略男 …
显卡自带的录屏功能怎么使用? - 知乎
Aug 29, 2023 · 知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎 …
加入和开通XGP会员教程 - 知乎
Oct 23, 2023 · 目前微软XGP做活动,新用户开通XGP三个月只用8元,然后就可以玩到steam最新发售和即将发售的售价几百块钱的3A大作。
integrating ogre 3d into a game engie - Ogre Forums
Oct 12, 2012 · i know there are many game engines out there i like them (especially unity) idk i have this temptation of making a game engines mostly for educational purposes (i think so) , i …
ideal game texture sizes - Ogre Forums
Oct 10, 2009 · Still, game screen resolutions have changed from 800x600 to 1600x1280 (on a modern high-end gaming machine) over recent memory, and likely this trend will continue. …
为什么双人成行这个游戏有两个,一个要钱,一个不要钱? - 知乎
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业 …
PC端有什么值得打一打的音游? - 知乎
7、EZ2ON REBOOT : R,steam平台新晋硬核音游,现已开始EA。这游戏说是DJMAX的爹地一点也不过分,原本在amuseworld干活的那帮老人被KONMAI搞了之后才成立的Pentavition,才 …
有什么在线玩游戏的网站? - 知乎
ZType – Typing Game - Type to Shoot 地址: https://zty.pe 一个战机游戏模式的 打字练习网站 ,每艘“敌舰”都是一个字母串,输入对应字母进行射击,打起来很有感觉。
如何解决提示:需要新应用打开此ms-gamingoverlay? - 知乎
这个问题是你卸载了Xbox导致的。最简单的解决方式,就是弹出窗口的时候,直接点击窗口中的“在 Microsoft Store 中查找应用”,然后把查找到的Xbox Game Bar这个应用安装一下,完美解 …
和外国人打网游要知道哪些游戏术语? - 知乎
Oct 14, 2013 · gg wp——good game well play,国际惯例末一句——玩得漂亮. noob——表示菜鸟,群嘲极易引起对骂,尤其星际这种内置语音的,可怜的耳朵。。。 afk——away from …
乙女向游戏(Otome game) - 知乎
Sep 18, 2003 · 乙女向游戏(Otome game, 乙女ゲーム)是专门针对女性玩家开发的一类游戏,属于女性向游戏中的其中一种,以女性为主人公(玩家)、男性为可攻略角色(可攻略男 …
显卡自带的录屏功能怎么使用? - 知乎
Aug 29, 2023 · 知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎 …
加入和开通XGP会员教程 - 知乎
Oct 23, 2023 · 目前微软XGP做活动,新用户开通XGP三个月只用8元,然后就可以玩到steam最新发售和即将发售的售价几百块钱的3A大作。
integrating ogre 3d into a game engie - Ogre Forums
Oct 12, 2012 · i know there are many game engines out there i like them (especially unity) idk i have this temptation of making a game engines mostly for educational purposes (i think so) , i …
ideal game texture sizes - Ogre Forums
Oct 10, 2009 · Still, game screen resolutions have changed from 800x600 to 1600x1280 (on a modern high-end gaming machine) over recent memory, and likely this trend will continue. …
为什么双人成行这个游戏有两个,一个要钱,一个不要钱? - 知乎
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业 …
PC端有什么值得打一打的音游? - 知乎
7、EZ2ON REBOOT : R,steam平台新晋硬核音游,现已开始EA。这游戏说是DJMAX的爹地一点也不过分,原本在amuseworld干活的那帮老人被KONMAI搞了之后才成立的Pentavition,才 …
有什么在线玩游戏的网站? - 知乎
ZType – Typing Game - Type to Shoot 地址: https://zty.pe 一个战机游戏模式的 打字练习网站 ,每艘“敌舰”都是一个字母串,输入对应字母进行射击,打起来很有感觉。
如何解决提示:需要新应用打开此ms-gamingoverlay? - 知乎
这个问题是你卸载了Xbox导致的。最简单的解决方式,就是弹出窗口的时候,直接点击窗口中的“在 Microsoft Store 中查找应用”,然后把查找到的Xbox Game Bar这个应用安装一下,完美解 …