The Sims Makin' Magic

The Sims Makin' Magic

Author: Prima Temp Authors

Publisher: Prima Games

Published: 2003

Total Pages: 244

ISBN-13: 9780761544524

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Beware. Your Sims have Magic. - Strategies for earning MagiCoins and creating spells - How to raise a well-adjusted Dragon - Tips for earning exotic spell ingredients - Expert tips for dueling in the Magic Arena - Details on spicing up your spells with ingredients from your garden - How to build a Funhouse - Complete list of Spell backfires


Players Unleashed!

Players Unleashed!

Author: Tanja Sihvonen

Publisher: Amsterdam University Press

Published: 2012

Total Pages: 224

ISBN-13: 9048511984

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A compelling examination of the practice and implications of modding as they apply to the best-selling computer game The Sims.


Spent

Spent

Author: Geoffrey Miller

Publisher: Penguin

Published: 2009

Total Pages: 388

ISBN-13: 9780670020621

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Explores how evolutionary psychology has begun to identify the prehistoric origins of human behavior and discusses how those discoveries have influenced the way consumer spending is viewed and controlled by companies, retailers, and marketers.


Porn & Pong

Porn & Pong

Author: Damon Brown

Publisher: Feral House

Published: 2008

Total Pages: 164

ISBN-13: 1932595368

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Explores, for the first time, how pornography and video games have influenced the world's sexual mores and technological compulsions on a massive scale. The first Atari systems and their phallic joysticks sold by the millions, reality TV skyrocketed at the same time The Sims took off and the surgically-endowed Pamela Anderson was outshone by only one other woman: Lara Croft. Porn & Pong examines how politics, hidden agendas and financial pressure affect the controversial art forms of gaming and pornography.


Digital Performance

Digital Performance

Author: Steve Dixon

Publisher: MIT Press

Published: 2007-02-23

Total Pages: 1027

ISBN-13: 0262303329

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The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Philip Auslander, Walter Benjamin, Roland Barthes, Jean Baudrillard, and others. To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media's novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism's denial of the new—and offers a series of boldly original arguments in their place.


Digital Environments

Digital Environments

Author: Sidney Dobrin

Publisher: Routledge

Published: 2019-07-09

Total Pages: 215

ISBN-13: 1315461315

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With the title serving as an umbrella term to distinguish simulated places from real places, Digital Environments signifies a shift in how we think about interactions with places and spaces, both real and simulated. The very idea of digital environments, though, complicates such distinctions, asking simultaneously (and perhaps reductively) as to how agents engage networks, and if there can be such distinctions between virtual and real place, between agents and networks. For ecocritics, the term brings together two concepts that are frequently cast as oppositional: digital standing in for technology/technological and environments often used to represent nature/wilderness. Thus, reading digital environments as technological nature asks us to consider not only the relationships between technologies and natures, but the very idea that there can be such distinctions, or that there might be technological natures and natural technologies. In this way, then, the play of digital/environment exposes complexities in how we theorize both technology and nature, complexities that often result in the inevitable exclusivity and polarity between the two ideas. The real and the simulated, the technological and the natural, all unfold in flagrant and complex ways that make evident the need for framing technological theories within the gaze of ecocriticism and the need for framing ecocritical theories within technological gazes. This collection considers the possibilities of bringing ecocritical approaches into conversation with digital environments. The intent is to initiate a dialogue between two areas of research often understood as disparate. This book was originally published as a special issue of Green Letters: Studies in Ecocriticism.


Making Light of Tragedy

Making Light of Tragedy

Author: Jessica Grant

Publisher: The Porcupine's Quill

Published: 2004

Total Pages: 212

ISBN-13: 9780889842533

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Jessica Grant flies under the radar of realism to find targets worth writing about. These stories are profound, magical and true to life. Nothing seems impossible. It's good to be reminded of that.