Slantwise Moves

Slantwise Moves

Author: Douglas A. Guerra

Publisher: University of Pennsylvania Press

Published: 2018-08-14

Total Pages: 262

ISBN-13: 0912295481

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In 1860, Milton Bradley invented The Checkered Game of Life. Having journeyed from Springfield, Massachusetts, to New York City to determine interest in this combination of bright red ink, brass dials, and character-driven decision-making, Bradley exhausted his entire supply of merchandise just two days after his arrival in the city; within a few months, he had sold forty thousand copies. That same year, Walt Whitman left Brooklyn to oversee the printing of the third edition of his Leaves of Grass in Massachusetts. In Slantwise Moves, Douglas A. Guerra sees more than mere coincidence in the contemporary popularity of these superficially different cultural productions. Instead, he argues, both the book and the game were materially resonant sites of social experimentation—places where modes of collectivity and selfhood could be enacted and performed. Then as now, Guerra observes, "game" was a malleable category, mediating play in various and inventive ways: through the material forms of pasteboard, paper, and india rubber; via settings like the parlor, lawn, or public hall; and by mutually agreed-upon measurements of success, ranging from point accumulation to the creation of humorous narratives. Recovering the lives of important game designers, anthologists, and codifiers—including Anne Abbot, William Simonds, Michael Phelan, and the aforementioned Bradley—Guerra brings his study of commercially produced games into dialogue with a reconsideration of iconic literary works. Through contrapuntal close readings of texts and gameplay, he finds multiple possibilities for self-fashioning reflected in Bradley's Life and Whitman's "Song of Myself," as well as utopian social spaces on billiard tables and the pages of Nathaniel Hawthorne's The Blithedale Romance alike. Highlighting meaningful overlap in the production and reception of books and games, Slantwise Moves identifies what the two have in common as material texts and as critical models of the mundane pleasures and intimacies that defined agency and social belonging in nineteenth-century America.


Respawn

Respawn

Author: Colin Milburn

Publisher: Duke University Press

Published: 2018-11-15

Total Pages: 216

ISBN-13: 1478002786

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In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.


The Drunken Silenus

The Drunken Silenus

Author: Morgan Meis

Publisher: Slant Books

Published: 2020-04-09

Total Pages: 119

ISBN-13: 1639820566

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The Drunken Silenus is a book that is as hard to categorize as it is to put down--an enlightening and mesmerizing blend of philosophy, history, and art criticism. Morgan Meis begins simply enough, with a painting by the Baroque master Peter Paul Rubens of the figure from Greek mythology who is mentor to Dionysus, god of wine and excess of every kind. We learn who this obscure, minor god is--why he must attend on the god who dies and must be re-born and educated all over again--and why Rubens depicted him not as a character out of a farce, but as one whose plight evokes pity and compassion. The narrative spirals out from there, taking in the history of Antwerp, bloody seventeenth-century religious wars, tales of Rubens's father's near-execution for sleeping with William of Orange's wife, Nietzsche's Birth of Tragedy and the impossibility of there being any meaning to human life, and the destruction of all civilization by nefarious forces within ourselves. All of this is conveyed in language that crackles with intelligence, wit, and dark humor--a voice that at times sounds a bit tipsy and garrulous, but which ultimately asks us to confront the deepest questions of meaning, purpose, and hope in the face of death and tragedy.


E. coli in Motion

E. coli in Motion

Author: Howard C. Berg

Publisher: Springer Science & Business Media

Published: 2008-01-11

Total Pages: 136

ISBN-13: 0387216383

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Escherichia coli, commonly referred to as E. coli, has been the organism of choice for molecular genetics for decades. Its machinery and mobile behavior is one of the most fascinating topics for cell scientists. Scientists and engineers, not trained in microbiology, and who would like to learn more about living machines, can see it as a unique example. This cross-disciplinary monograph covers more than thirty years of research and is accessible to graduate students and scientists alike.


The Making of Poetry

The Making of Poetry

Author: Adam Nicolson

Publisher: Farrar, Straus and Giroux

Published: 2020-01-21

Total Pages: 457

ISBN-13: 0374721270

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Brimming with poetry, art, and nature writing—Wordsworth and Coleridge as you've never seen them before June 1797 to September 1798 is the most famous year in English poetry. Out of it came Samuel Taylor Coleridge's The Rime of the Ancient Mariner and “Kubla Khan,” as well as his unmatched hymns to friendship and fatherhood, and William Wordsworth’s revolutionary songs in Lyrical Ballads along with “Tintern Abbey,” Wordsworth's paean to the unity of soul and cosmos, love and understanding. In The Making of Poetry, Adam Nicolson embeds himself in the reality of this unique moment, exploring the idea that these poems came from this particular place and time, and that only by experiencing the physical circumstances of the year, in all weathers and all seasons, at night and at dawn, in sunlit reverie and moonlit walks, can the genesis of the poetry start to be understood. The poetry Wordsworth and Coleridge made was not from settled conclusions but from the adventure on which they embarked, thinking of poetry as a challenge to all received ideas, stripping away the dead matter, looking to shed consciousness and so change the world. What emerges is a portrait of these great figures seen not as literary monuments but as young men, troubled, ambitious, dreaming of a vision of wholeness, knowing they had greatness in them but still in urgent search of the paths toward it. The artist Tom Hammick accompanied Nicolson for much of the year, making woodcuts from the fallen timber in the park at Alfoxden where the Wordsworths lived. Interspersed throughout the book, his images bridge the centuries, depicting lives at the source of our modern sensibility: a psychic landscape of doubt and possibility, full of beauty and thick with desire for a kind of connectedness that seems permanently at hand and yet always out of reach.


Literature for Little Bodhisattvas

Literature for Little Bodhisattvas

Author: Natasha Heller

Publisher: University of Hawaii Press

Published: 2025-01-31

Total Pages: 272

ISBN-13:

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In Literature for Little Bodhisattvas, Natasha Heller makes two key interventions: first, she argues that picturebooks are a new genre of Buddhist writing, and second, she calls attention to an emergent family Buddhism in Taiwan that fashions children as religious subjects through shared attention with adult readers. Surveying Taiwanese Buddhism from the ground up, Heller explores the changing family dynamics that have made children into a crucial audience for Buddhist education and the home a key site for Buddhist cultivation. By taking picturebooks seriously as part of the Buddhist textual tradition, Heller demonstrates their engagement with canonical sources alongside innovations for modern audiences. Close readings analyzing both text and image trace narrative themes about Buddhist figures, and connect representations of buddhas and bodhisattvas to a visual culture where new values such as cuteness are articulated. Heller shows that picturebooks have become an integral part of a contemporary Buddhist education that equips children with strategies to interpret everyday life in Buddhist ways and provides religious models for action in the modern world. Literature for Little Bodhisattvas is a pathbreaking work revealing how contemporary picturebooks reframe Buddhism and offer fresh perspectives on its teachings and ideals of family for both children and adults.


Playing Games in Nineteenth-Century Britain and America

Playing Games in Nineteenth-Century Britain and America

Author: Ann R. Hawkins

Publisher: State University of New York Press

Published: 2021-11-01

Total Pages: 322

ISBN-13: 1438485565

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A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.


Material Game Studies

Material Game Studies

Author: Chloe Germaine

Publisher: Bloomsbury Publishing

Published: 2022-11-03

Total Pages: 265

ISBN-13: 1350202738

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This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the (re)turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality with cultural meaning, the authors in this volume apply a range of theoretical approaches, from material eco-criticism to animal studies, to examine games and play as existing within worlds of matter. Different chapters focus on the material properties of board, card and role-playing games, how they are designed and made, how they are touched and played with, and how they connect with other human and nonhuman things. Bringing together international scholars, Material Game Studies defines a new field of material game studies and demonstrates how it is a valuable addition to wider debates about the material turn and the place of embodied humans in a material world.


Playing Place

Playing Place

Author: Chad Randl

Publisher: MIT Press

Published: 2023-08-15

Total Pages: 270

ISBN-13: 0262373432

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An essay collection exploring the board game’s relationship to the built environment, revealing the unexpected ways that play reflects perceptions of space. Board games harness the creation of entirely new worlds. From the medieval warlord to the modern urban planner, players are permitted to inhabit a staggering variety of roles and are prompted to incorporate preexisting notions of placemaking into their decisions. To what extent do board games represent the social context of their production? How might they reinforce or subvert normative ideas of community and fulfillment? In Playing Place, Chad Randl and D. Medina Lasansky have curated a collection of thirty-seven fascinating essays, supplemented by a rich trove of photo illustrations, that unpack these questions with breadth and care. Although board games are often recreational objects, their mythologies and infrastructure do not exist in a vacuum—rather, they echo and reproduce prevalent cultural landscapes. This thesis forms the throughline of pieces reflecting on subjects as diverse as the rigidly gendered fantasies of classic mass-market games; the imperial convictions embedded in games that position player-protagonists as conquerors establishing dominion over their “discoveries”; and even the uncanny prescience of games that have players responding to a global pandemic. Representing a thrilling convergence of historiography, architectural history, and media studies scholarship, Playing Place suggests not only that tabletop games should be taken seriously but also that the medium itself is uniquely capable of facilitating our critical consideration of structures that are often taken for granted.