Fictional Games

Fictional Games

Author: Stefano Gualeni

Publisher: Bloomsbury Publishing

Published: 2022-12-15

Total Pages: 217

ISBN-13: 135027710X

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What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds. Drawing from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture. With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.


Storyplaying

Storyplaying

Author: Sebastian Domsch

Publisher: Walter de Gruyter

Published: 2013-08-28

Total Pages: 196

ISBN-13: 3110272458

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Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.


Side Stories

Side Stories

Author: Greg Costikyan

Publisher: Bren Lynne

Published: 2013-11-26

Total Pages: 114

ISBN-13: 1311904581

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"Side Stories" is an anthology of short stories by game developers. Authors come from both digital and analog game development, computer games to paper games. Contributors include Greg Costikyan (veteran game designer of "Paranoia" and "Star Wars: The Role-Playing Game"), Christopher Mitchell (WGA award nominee for game writing, "Deathspank", "Simpsons Hit and Run"), and Rees Savidis (writer and award winning filmmaker, "SSX", "Driver: San Francisco"), and others. A share of proceeds will be donated to the Child’s Play charity. Included stories: “Sheepdog” by Bren Lynne An armed student defends his classroom from a shooter. “Spaceship and Bicycle” by Greg Costikyan Asteroid prospectors undertake innovative repairs after their spaceship is crippled. “Fizzy Piss Grape Shit” by Rees Savidis The end of the world, from the other perspective. “And The Heart Goes Tick Tick Tick” by Chris Dahlen A matchmaker finds adventure and romance when and where she least expects it. “Buried Legends” by David Dubord Unearthing buried treasure releases unexpected riches. “Paper Cuts” by Peter Walsh A software developer has problems after he reveals the weaknesses in government surveillance systems. “Cultists” by Christopher Mitchell Members of an apocalypse cult, frustrated with the lack of results, take matters into their own hands. “Lucky Malloy and the Cuban Zombie Crisis” by Jason Dozois A washed-up football player turned zombie hunter faces trouble when his cat becomes a zombie boss monster. “The Christmas Trolls” by Andrew Laing A game developer stands trial for creating a game that turns users into Trolls.


The Online Self

The Online Self

Author: Soraj Hongladarom

Publisher: Springer

Published: 2016-07-27

Total Pages: 179

ISBN-13: 3319390759

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This book investigates the emerging phenomenon of the self as it exists in the online world. It argues for an externalist conception of self and identity, one that does not depend on the continuity of consciousness of the subject. It also offers an analysis of related phenomenon such as online friendship and games based on this analysis. An outstanding feature of social networking sites such as Facebook and MySpace is that it allows for the user to put forward their “selves” or their identity onto the Internet and use the online self as an anchor to connect with any number of “friends” each of whom also has their own online selves. A number of questions then arise which are deeply conceptual and philosophical in nature: What is the metaphysical nature of this emerging online self? Is it the same or fundamentally different from the “offline” self with which we are already familiar? Since increasing numbers of people are connected to the online world, this world itself seems to be taking on a reality of its own. This much has been appreciated by a number of scholars in the field. However, there seems to be lacking a systematic study of the philosophical and metaphysical nature of the self that has become a key element in cyberspace, a key topic which this volume addresses. Apart from the problem of constitution of the online self, this volume addresses related questions concerning personal identity in the online world and scrutinizes computer games and the characteristics that they share with social networking sites. Unlike the majority of the existing literature, which discusses the topic from a more social scientific perspective, this volume fills the lacuna of a philosophical and theoretical study of the online world.​


Teaching Literature to Adolescents

Teaching Literature to Adolescents

Author: Richard Beach

Publisher: Routledge

Published: 2020-12-28

Total Pages: 343

ISBN-13: 100033791X

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Now in its fourth edition, this popular textbook introduces prospective and practicing English teachers to current methods of teaching literature in middle and high school classrooms. This new edition broadens its focus to cover important topics such as critical race theory; perspectives on teaching fiction, nonfiction, and drama; the integration of digital literacy; and teacher research for ongoing learning and professional development. It underscores the value of providing students with a range of different critical approaches and tools for interpreting texts. It also addresses the need to organize literature instruction around topics and issues of interest to today’s adolescents. By using authentic dilemmas and contemporary issues, the authors encourage preservice English teachers and their instructors to raise and explore inquiry-based questions that center on the teaching of a variety of literary texts, both classic and contemporary, traditional and digital. New to the Fourth Edition: Expanded attention to digital tools, multimodal learning, and teaching online New examples of teaching contemporary texts Expanded discussion and illustration of formative assessment Revised response activities for incorporating young adult literature into the literature curriculum Real-world examples of student work to illustrate how students respond to the suggested strategies Extended focus on infusing multicultural and diverse literature in the classroom Each chapter is organized around specific questions that preservice teachers consistently raise as they prepare to become English language arts teachers. The authors model critical inquiry throughout the text by offering authentic case narratives that raise important considerations of both theory and practice. A companion website, a favorite of English education instructors, http://teachingliterature.pbworks.com, provides resources and enrichment activities, inviting teachers to consider important issues in the context of their current or future classrooms.


Making Deep Games

Making Deep Games

Author: Doris C. Rusch

Publisher: CRC Press

Published: 2017-01-12

Total Pages: 228

ISBN-13: 1317607716

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Like movies, television, and other preceding forms of media, video games are undergoing a dynamic shift in its content and perception. While the medium can still be considered in its infancy, the mark of true artistry and conceptual depth is detectable in the evolving styles, various genres and game themes. Doris C. Rusch’s, Making Deep Games, combines this insight along with the discussion of the expressive nature of games, various case studies, and hands-on design exercises. This book offers a perspective into how to make games that tackle the whole bandwidth of the human experience; games that teach us something about ourselves, enable thought-provoking, emotionally rich experiences and promote personal and social change. Grounded in cognitive linguistics, game studies and the reflective practice of game design, Making Deep Games explores systematic approaches for how to approach complex abstract concepts, inner processes, and emotions through the specific means of the medium. It aims to shed light on how to make the multifaceted aspects of the human condition tangible through gameplay experiences.


The Game

The Game

Author: Linsey Miller

Publisher: Underlined

Published: 2020-08-04

Total Pages: 242

ISBN-13: 059317979X

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Every year a group of high school seniors play Assassin--except this year it's no fun--it's real. A spooky thriller that will keep you turning the pages. It's just a game. Or is it? Every year the seniors at Lincoln High play Assassin. People are placed on hush-hush teams with secret lists of targets. School is a safe zone—and you can only be eliminated if you’re alone. Lia’s been planning her stakeout strategy for months—whether she needs a mega drench-tank backpack or a squirt gun, she’s ready. And not only does Lia finally get to play, she’s paired with her longtime crush, Devon Diaz. But this year, someone is picking people off in alphabetical order, one by one. First it was Abby Ascher. Then it was Ben Barnard, then Cassidy Clarke. Now all are dead, and the school is in a state of panic. Someone Lia knows—someone they all know—is a killer. Underlined is a line of totally addictive romance, thriller, and horror titles coming to you fast and furious each month. Enjoy everything you want to read the way you want to read it.


Emotions in Sport and Games

Emotions in Sport and Games

Author: Alfred Archer

Publisher: Routledge

Published: 2020-12-17

Total Pages: 187

ISBN-13: 100022127X

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Emotions play an important role in both sport and games, from the pride and joy of victory, the misery and shame of defeat, and the anger and anxiety felt along the way. This volume brings together experts in the philosophy of sport and games and experts in the philosophy of emotion to investigate this important area of research. The book discusses the role of the emotions for both participants and spectators of sports and games, including detailed discussions of suffering, shame, anger, anxiety, misery and hatred. It also investigates the issues of collective emotions in relation to sport such as the shared joy of a football crowd when their team scores a goal. In addition, this volume examines the role of pretence and make believe in emotional reactions to sport. In so doing, it makes important contributions both to the philosophy of sport and to the philosophy of emotions, which will be of interest to researchers and students in both fields. This book was first published as a special issue of the Journal of the Philosophy of Sport.


What is the Avatar?

What is the Avatar?

Author: Rune Klevjer

Publisher: transcript Verlag

Published: 2022-10-31

Total Pages: 243

ISBN-13: 3839445795

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What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.