Auctor Ludens

Auctor Ludens

Author: Gerald Guinness

Publisher: John Benjamins Publishing

Published: 1986-01-01

Total Pages: 244

ISBN-13: 9780915027200

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This is a book about play practice rather than play theory. Of course, practice presupposes theory, but here the editors choose to keep general theoretical assumptions under cover rather then force them into explicitness. The contributors to this volume were given free rein to discuss whatsoever aspect of literary play caught their fancy. The absence of a predetermined theoretical framework has resulted in an idiosyntractic volume on the different forms of play.


Rated M for Mature

Rated M for Mature

Author: Matthew Wysocki

Publisher: Bloomsbury Publishing USA

Published: 2015-10-22

Total Pages: 283

ISBN-13: 1628925744

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The word sex has many implications when it is used in connection with video games. As game studies scholars have argued, games are player-driven experiences. Players must participate in processes of play to move the game forward. The addition of content that incorporates sex and/or sexuality adds complexity that other media do not share. Rated M for Mature further develops our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content. From the supposed scandal of “Hot Coffee” to the emergence of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games.


Open World Empire

Open World Empire

Author: Christopher B. Patterson

Publisher: NYU Press

Published: 2020-04-14

Total Pages: 360

ISBN-13: 1479802042

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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.


Sex, Death, and Minuets

Sex, Death, and Minuets

Author: David Yearsley

Publisher: University of Chicago Press

Published: 2019-07-09

Total Pages: 361

ISBN-13: 022661770X

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At one time a star in her own right as a singer, Anna Magdalena (1701–60) would go on to become, through her marriage to the older Johann Sebastian Bach, history’s most famous musical wife and mother. The two musical notebooks belonging to her continue to live on, beloved by millions of pianists young and old. Yet the pedagogical utility of this music—long associated with the sound of children practicing and mothers listening—has encouraged a rosy and one-sided view of Anna Magdalena as a model of German feminine domesticity. Sex, Death, and Minuets offers the first in-depth study of these notebooks and their owner, reanimating Anna Magdalena as a multifaceted historical subject—at once pious and bawdy, spirited and tragic. In these pages, we follow Magdalena from young and flamboyant performer to bereft and impoverished widow—and visit along the way the coffee house, the raucous wedding feast, and the family home. David Yearsley explores the notebooks’ more idiosyncratic entries—like its charming ditties on illicit love and searching ruminations on mortality—against the backdrop of the social practices and concerns that women shared in eighteenth-century Lutheran Germany, from status in marriage and widowhood, to fulfilling professional and domestic roles, money, fashion, intimacy and sex, and the ever-present sickness and death of children and spouses. What emerges is a humane portrait of a musician who embraced the sensuality of song and the uplift of the keyboard, a sometimes ribald wife and oft-bereaved mother who used her cherished musical notebooks for piety and play, humor and devotion—for living and for dying.


Role-Playing Game Studies

Role-Playing Game Studies

Author: Sebastian Deterding

Publisher: Routledge

Published: 2018-04-17

Total Pages: 905

ISBN-13: 1317268318

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This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.


The Legend of Good Women

The Legend of Good Women

Author: Carolyn P. Collette

Publisher: DS Brewer

Published: 2006

Total Pages: 230

ISBN-13: 9781843840718

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Essays re-examining the Legend of Good Women, placing it in its cultural and historical context.


Speech Play

Speech Play

Author: Barbara Kirshenblatt-Gimblett

Publisher: University of Pennsylvania Press

Published: 2016-11-11

Total Pages: 320

ISBN-13: 1512803154

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From riddles to proverbs, from jingles to jokes, from mnemonics to pig Latin to dueling with words, speech play is central to social life in all of its forms. These essays describe a variety of speech play genres, formulate the "rules" for play with language, and discuss the relevance of speech play to current issues in linguistic theory, cognitive development, and the ethnography of speaking.


Amorous Nightmares of Delay

Amorous Nightmares of Delay

Author: Frank O'Hara

Publisher:

Published: 1997

Total Pages: 264

ISBN-13:

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With his interest in camp, collage, and dramatic and verse forms, O'Hara created characters that range from classical allusions (Daphnis and Chloe) to historical figures (Benjamin Franklin and a thinly disguised General Douglas MacArthur) to his own contemporaries (Jackson Pollack, Ted Berrigan, and others). Like collections of his poetry, Amorous Nightmares of Delay captures the irreverent voice and joyful lyricism of one of America's great authors.


Mixed Reality and Games

Mixed Reality and Games

Author: Emir Bektic

Publisher: transcript Verlag

Published: 2020-10-31

Total Pages: 297

ISBN-13: 3839453291

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Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.


The Coming of Age

The Coming of Age

Author: Simone de Beauvoir

Publisher: W. W. Norton & Company

Published: 1996

Total Pages: 596

ISBN-13: 9780393314434

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As the definitive study of the universal problem of growing old, The Coming of Age is "a brilliant achievement" (Marc Slonin, New York Times).