Avatars Of Story

Author: Marie-Laure Ryan
Publisher: U of Minnesota Press
ISBN: 9781452908786
Size: 36.69 MB
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Avatar Bodies

Author: Ann Weinstone
Publisher: U of Minnesota Press
ISBN: 9781452906263
Size: 77.72 MB
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Narrative As Virtual Reality 2

Author: Marie-Laure Ryan
Publisher: JHU Press
ISBN: 1421417979
Size: 57.65 MB
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Revised edition of: Narrative as virtual reality: immersion and interactivity in literature and electronic media. 2001.

Gaming

Author: Alexander R. Galloway
Publisher: U of Minnesota Press
ISBN: 1452908680
Size: 39.19 MB
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Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

Digitizing Race

Author: Lisa Nakamura
Publisher: U of Minnesota Press
ISBN: 1452913307
Size: 69.56 MB
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Lisa Nakamura refers to case studies of popular yet rarely evaluated uses of the Internet, such as pregnancy websites, instant messaging, and online petitions and quizzes, to look at the emergence of race-, ethnic-, and gender-identified visual cultures.

Games Of Empire

Author: Nick Dyer-Witheford
Publisher: U of Minnesota Press
ISBN: 0816666105
Size: 35.68 MB
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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.

The Possible Worlds Of Hypertext Fiction

Author: A. Bell
Publisher: Springer
ISBN: 0230281281
Size: 34.21 MB
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Written in hypertext and read from a computer, hypertext novels exist as a collection of textual fragments, which must be pieced together by the reader. The Possible Worlds of Hypertext Fiction offers a new critical theory tailored specifically for this burgeoning genre, providing a much needed body of criticism in a key area of new media fiction.

The Cambridge Introduction To Narrative

Author: H. Porter Abbott
Publisher: Cambridge University Press
ISBN: 1107469716
Size: 59.80 MB
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What is narrative? How does it work and how does it shape our lives and the texts we read? H. Porter Abbott emphasizes that narrative is found not just in literature, film, and theater, but everywhere in the ordinary course of people's lives. This widely used introduction, now thoroughly revised, is informed throughout by recent developments in the field and includes two new chapters. With its lucid exposition of concepts and suggestions for further reading, this book is not only an excellent introduction for courses focused on narrative but also an invaluable resource for students and scholars across a wide range of fields, including literature and drama, film and media, society and politics, journalism, autobiography, history, and still others throughout the arts, humanities, and social sciences.

Lara Croft

Author: Astrid Deuber-Mankowsky
Publisher:
ISBN: 9780816643905
Size: 23.42 MB
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Avatar of girl power or sexual plaything? The ambiguity of being Lara.