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Phantasmal Spaces

Phantasmal Spaces
Author: Mathias Fuchs
Publisher: Bloomsbury Publishing USA
Total Pages: 176
Release: 2019-06-13
Genre: Social Science
ISBN: 1501332945

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Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.


Phantasmal Media

Phantasmal Media
Author: D. Fox Harrell
Publisher: MIT Press
Total Pages: 441
Release: 2013-11-08
Genre: Computers
ISBN: 0262019337

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An argument that great expressive power of computational media arises from the construction of phantasms—blends of cultural ideas and sensory imagination. In Phantasmal Media, D. Fox Harrell considers the expressive power of computational media. He argues, forcefully and persuasively, that the great expressive potential of computational media comes from the ability to construct and reveal phantasms—blends of cultural ideas and sensory imagination. These ubiquitous and often-unseen phantasms—cognitive phenomena that include sense of self, metaphors, social categories, narrative, and poetic thinking—influence almost all our everyday experiences. Harrell offers an approach for understanding and designing computational systems that have the power to evoke these phantasms, paying special attention to the exposure of oppressive phantasms and the creation of empowering ones. He argues for the importance of cultural content, diverse worldviews, and social values in computing. The expressive power of phantasms is not purely aesthetic, he contends; phantasmal media can express and construct the types of meaning central to the human condition. Harrell discusses, among other topics, the phantasm as an orienting perspective for developers; expressive epistemologies, or data structures based on subjective human worldviews; morphic semiotics (building on the computer scientist Joseph Goguen's theory of algebraic semiotics); cultural phantasms that influence consensus and reveal other perspectives; computing systems based on cultural models; interaction and expression; and the ways that real-world information is mapped onto, and instantiated by, computational data structures. The concept of phantasmal media, Harrell argues, offers new possibilities for using the computer to understand and improve the human condition through the human capacity to imagine.


Expressive Space

Expressive Space
Author: Gregory Whistance-Smith
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 273
Release: 2022-01-19
Genre: History
ISBN: 3110723735

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Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.


Understanding Imagination

Understanding Imagination
Author: Dennis L Sepper
Publisher: Springer Science & Business Media
Total Pages: 845
Release: 2013-05-13
Genre: Science
ISBN: 940076507X

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This book discusses that imagination is as important to thinking and reasoning as it is to making and acting. By reexamining our philosophical and psychological heritage, it traces a framework, a conceptual topology, that underlies the most disparate theories: a framework that presents imagination as founded in the placement of appearances. It shows how this framework was progressively developed by thinkers like Plato, Aristotle, Descartes, and Kant, and how it is reflected in more recent developments in theorists as different as Peirce, Saussure, Wittgenstein, Benjamin, and Bachelard. The conceptual topology of imagination incorporates logic, mathematics, and science as well as production, play, and art. Recognizing this topology can move us past the confusions to a unifying view of imagination for the future. ​


Mental Health | Atmospheres | Video Games

Mental Health | Atmospheres | Video Games
Author: Jimena Aguilar Rodríguez
Publisher: transcript Verlag
Total Pages: 263
Release: 2022-10-31
Genre: Social Science
ISBN: 3839462649

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Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.


Wandering Games

Wandering Games
Author: Melissa Kagen
Publisher: MIT Press
Total Pages: 215
Release: 2022-10-11
Genre: Games & Activities
ISBN: 0262370972

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An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.


Ludotopia

Ludotopia
Author: Espen Aarseth
Publisher: transcript Verlag
Total Pages: 317
Release: 2019-08-31
Genre: Social Science
ISBN: 3839447305

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Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.


Critical Zone 1

Critical Zone 1
Author: Q.S. Tong
Publisher: Hong Kong University Press
Total Pages: 245
Release: 2005-03-01
Genre: Social Science
ISBN: 9622097065

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Amid the globalizing forces, whether economic, political, or cultural, there remain conspicuous differences and divergences that divide and antagonize scholarly communities. How should we understand and respond to those discursive gaps among different traditions and systems of knowledge production? Critical Zone is a book series that is envisaged as a forum where communities of critical scholarship can come together to share ideas and participate in the debates that preoccupy the humanities today. The series aims to improve understanding across cultures, traditions, discourses, and disciplines and to produce international critical knowledge. Critical Zone is an expression and an embodiment of timely collaboration among scholars in Hong Kong, mainland China, the United States and Europe and is conceived as an intellectual bridge between China and the rest of the world. Each volume in the series has two sections. The first section contains original articles on a set of related topics by scholars from around the world; the second section includes review essays highlighting one or two issues in regional critical scholarship and translations that reflect intellectual trends and concerns in the region, in particular in China.


An Innocent Abroad

An Innocent Abroad
Author: J. Hillis Miller
Publisher: Northwestern University Press
Total Pages: 463
Release: 2015-11-30
Genre: Literary Criticism
ISBN: 0810131633

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Since 1988, J. Hillis Miller has traveled to China to lecture on literary theory, especially the role of globalization in literary theory. Over time, he has assisted in the development of distinctively Chinese forms of literary theory, Comparative Literature, and World Literature. The fifteen lectures gathered in An Innocent Abroad span both time and geographic location, reflecting his work at universities across China for more than twenty-five years. More important, they reflect the evolution of Miller’s thinking and of the lectures’ contexts in China as these have markedly changed over the years, especially on either side of Tiananmen Square and in light of China’s economic growth and technological change. A foreword by the leading theorist Fredric Jameson provides additional context.


Cultural Theory After the Contemporary

Cultural Theory After the Contemporary
Author: S. Tumino
Publisher: Springer
Total Pages: 428
Release: 2011-01-31
Genre: Social Science
ISBN: 0230117023

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Contemporary cultural studies have marginalized "agency," namely the power of people to shape social life. Here, Stephen Tumino offers a new materialist challenge to these tendencies and articulates an internationalist cultural theory that puts global agency in the forefront of cultural analysis.