Identity Games

Identity Games

Author: Anikó Imre

Publisher: MIT Press

Published: 2009

Total Pages: 269

ISBN-13: 0262090457

DOWNLOAD EBOOK

An examination of the unique, hybrid media practices generated by Eastern Europe's accelerated transition from late communism to late capitalism. Eastern Europe's historically unprecedented and accelerated transition from late communism to late capitalism, coupled with media globalization, set in motion a scramble for cultural identity and a struggle over access to and control over media technologies. In Identity Games, Anikó Imre examines the corporate transformation of the postcommunist media landscape in Eastern Europe. Avoiding both uncritical techno-euphoria and nostalgic projections of a simpler, better media world under communism, Imre argues that the demise of Soviet-style regimes and the transition of postcommunist nation-states to transnational capitalism has crucial implications for understanding the relationships among nationalism, media globalization, and identity. Imre analyzes situations in which anxieties arise about the encroachment of global entertainment media and its new technologies on national culture, examining the rich aesthetic hybrids that have grown from the transitional postcommunist terrain. She investigates the gaps and continuities between the last communist and first post-communist generations in education, tourism, and children's media culture, the racial and class politics of music entertainment (including Roma Rap and Idol television talent shows), and mediated reconfigurations of gender and sexuality (including playful lesbian media activism and masculinity in "carnivalistic" post-Yugoslav film). Throughout, Imre uses the concepts of play and games as metaphorical and theoretical tools to explain the process of cultural change -- inspired in part by the increasing "ludification" of the global media environment and the emerging engagement with play across scholarly disciplines. In the vision that Imre offers, political and cultural participation are seen as games whose rules are permanently open to negotiation.


The Creator’s Game

The Creator’s Game

Author: Allan Downey

Publisher: UBC Press

Published: 2018-02-21

Total Pages: 365

ISBN-13: 0774836059

DOWNLOAD EBOOK

A gift from the Creator – that is where it all began. The game of lacrosse has been a central element of many Indigenous cultures for centuries, but once non-Indigenous players entered the sport, it became a site of appropriation – then reclamation – of Indigenous identities. Focusing on the history of lacrosse in Indigenous communities from the 1860s to the 1990s, The Creator’s Game explores Indigenous-non-Indigenous relations and Indigenous identity formation. While the game was being stripped of its cultural and ceremonial significance and being appropriated to construct a new identity for the nation-state of Canada, it was also being used by Indigenous peoples for multiple ends: to resist residential school experiences; initiate pan-Indigenous political mobilization; and articulate Indigenous sovereignty and nationhood on the world stage. The multilayered story of lacrosse serves as a potent illustration of how identity and nationhood are formed and reformed. Engaging and innovative, The Creator’s Game provides a unique view of Indigenous self-determination in the face of settler-colonialism.


The Elusive Shift

The Elusive Shift

Author: Jon Peterson

Publisher: MIT Press

Published: 2020-12-22

Total Pages: 332

ISBN-13: 0262360942

DOWNLOAD EBOOK

How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre. When Dungeon & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games. D&D is now popularly considered to be the first role-playing game. But in the original rules, the term "role-playing" is nowhere to be found; D&D was marketed as a war game. In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games--and by doing so, established a new genre of games.


Gaming as Culture

Gaming as Culture

Author: J. Patrick Williams

Publisher: McFarland

Published: 2014-01-10

Total Pages: 233

ISBN-13: 0786454067

DOWNLOAD EBOOK

Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.


Gaming Sexism

Gaming Sexism

Author: Amanda C. Cote

Publisher: NYU Press

Published: 2020-09-01

Total Pages: 274

ISBN-13: 1479838527

DOWNLOAD EBOOK

Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.


National Identity Politics and Postcolonial Sovereignty Games

National Identity Politics and Postcolonial Sovereignty Games

Author: Ulrik Pram Gad

Publisher: Museum Tusculanum Press

Published: 2016-10-07

Total Pages: 154

ISBN-13: 8763545020

DOWNLOAD EBOOK

Greenland views itself as being on the way to sovereignty. This image – and the tensions involved in it – structure the triangular relation between the EU, Greenland and Denmark. The central Other of Greenland has for a couple of centuries been Denmark, the colonial overlord. The national identity discourses of Greenland and Denmark both idealize national homogeneity. A central condition for a continuation of Rigsfællesskabet, the 'community of the realm' including Greenland and Denmark, is the idea that Greenland still needs external assistance in its development towards independence - and that this idea can be formulated in a way which does not infantilize Greenland metaphorically. As part of the postcolonial diversification of Greenland's dependency, the bilateral relation between Denmark and Greenland has gradually been opened up to involve 'other others'. Meanwhile, a discourse prognosticates that climate change is opening up the Arctic to minerals extraction and commerce. In these circumstances, the triangular relation with the EU is played out as a series of rhetorical and practical 'sovereignty games', in Nuuk, Copenhagen and Brussels. Particularly, a number of strategies are employed to minimize the apparent role of Denmark for the Greenlandic relations to the EU. The book approaches these changes in national identity discourse and practical foreign policy in five analytical steps: The core concepts organizing Danish and Greenlandic identity are identified in discourse analyses. Political debates are read as political identity negotiations. The practical diplomatic management of clashing identity discourses is uncovered via qualitative interviews with key actors (politicians, diplomats, and civil servants from Greenland, Denmark and the EU). Legal texts are approached as the 'frozen' outcome of rhetorical and practical sovereignty games. Finally, the book develops scenarios for the future and concludes by pointing out how the continuation of the community of the realm may have a better chance if conceived as an 'ever looser union'. One way for Denmark of facilitating this image would be to employ its diplomacy in the service of diversifying Greenland's dependence - following the example set in relation to the EU.


My Avatar, My Self

My Avatar, My Self

Author: Zach Waggoner

Publisher: McFarland

Published: 2014-01-10

Total Pages: 209

ISBN-13: 0786454091

DOWNLOAD EBOOK

With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.


Digital Culture, Play, and Identity

Digital Culture, Play, and Identity

Author: Hilde Corneliussen

Publisher: MIT Press

Published: 2008

Total Pages: 313

ISBN-13: 0262033704

DOWNLOAD EBOOK

"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.


Social Games and Identity in the Higher Education Workplace

Social Games and Identity in the Higher Education Workplace

Author: Michelle Addison

Publisher: Springer

Published: 2016-07-15

Total Pages: 231

ISBN-13: 1137518030

DOWNLOAD EBOOK

We all play games at work – but have you ever wondered how your identity becomes bound up with game playing? This book is about employees in the Higher Education workplace and it provides an interpretation of why people act the way they do at work as an expression of game playing. It offers an insight into how people try to adapt and fit in at work by looking at how value is attached to certain identities through the lens of class and gender. The figure of the 'chav', the 'emotional woman', 'The Grafter', and 'Mrs. Bucket', are explored in detail as representations of what kinds of people are permitted, or not, to fit in at work. These identities are topical, and may even be familiar to readers, but the author’s analysis of them challenges why they exist, what function these identities serve at work, and who is able to deploy and inscribe them as part of the games people play at work.