A playful reflection on animals and video games, and what each can teach us about the other
Video games conjure new worlds for those who play them, human or otherwise: they’ve been played by cats, orangutans, pigs, and penguins, and they let gamers experience life from the perspective of a pet dog, a predator or a prey animal, or even a pathogen. In Game, author Tom Tyler provides the first sustained consideration of video games and animals and demonstrates how thinking about animals and games together can prompt fresh thinking about both.
Game comprises thirteen short essays, each of which examines a particular video game, franchise, aspect of gameplay, or production in which animals are featured, allowing us to reflect on conventional understandings of humans, animals, and the relationships between them. Tyler contemplates the significance of animals who insert themselves into video games, as protagonists, opponents, and brute resources, but also as ciphers, subjects, and subversive guides to new ways of thinking. These animals encourage us to reconsider how we understand games, contesting established ideas about winning and losing, difficulty settings, accessibility, playing badly, virtuality, vitality and vulnerability, and much more.
Written in a playful style, Game draws from a dizzying array of sources, from children’s television, sitcoms, and regional newspapers to medieval fables, Shakespearean tragedy, and Edwardian comedy; from primatology, entomology, and hunting and fishing manuals to theological tracts and philosophical treatises. By examining video games through the lens of animals and animality, Tyler leads us to a greater humility regarding the nature and status of the human creature, and a greater sensitivity in dealings with other animals.
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.
In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.
Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.
Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter.
In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates.
Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.
At dinnertime: check. At a traffic light: check. In bed at the end of the day: check. In line at the coffee shop: check. In The Geek’s Chihuahua, Ian Bogost addresses the modern love affair of “living with Apple” during the height of the company’s market influence and technology dominance.
The ubiquitous iPhone and its kin saturate our lives, changing everything from our communication to our posture. Bogost contrasts the values of Apple’s massive success in the twenty-first century with those of its rise in the twentieth. And he connects living with Apple with the phenomenon of “hyperemployment”—the constant overwork of today’s technological life that all of us now experience. Bogost also reflects on the new potential function—as well as anxiety and anguish—of devices like the Apple Watch. We are tethered to our devices, and, as Bogost says: that’s just life—anxious, overworked, and utterly networked life.
Forerunners: Ideas First is a thought-in-process series of breakthrough digital publications. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.
Gendered Defenders: Marvel’s Heroines in Transmedia Spaces delivers dynamic and original analyses of how women perform in super heroic spaces. Contributors from a range of disciplinary perspectives—communications, international relations, cultural and media studies, English, history, and public policy—take on Marvel’s representations of women and gender to examine how relations of power are (re)produced, understood, and challenged. Through vivid retellings of character-based scenarios, these essays examine Carol Danvers, Jessica Jones, Ms. Marvel, Shuri, Pepper Potts, Black Widow, and Squirrel Girl across media forms to characterize and critique contemporary understandings of identity, feminism, power, and gender.
Collectively, Gendered Defenders challenges notions about female identity while illuminating the multidimensional portrayals that are enabled by the form of speculative fiction. Making explicit the connections between women’s lived experiences and the imagined exploits of superheroines, contributors explore how these pop culture narratives can help us understand real-world gender dynamics and prepare pedagogical, political, and social strategies for dealing with them.
Contributors:
Bryan J. Carr, Meta G. Carstarphen, Julie A. Davis, Rachel Grant, Annika Hagley, Amanda K. Kerhberg, Gregory P. Perreault, Mildred F. Perreault, CarrieLynn D. Reinhard, Maryanne A. Rhett, Stephanie L. Sanders, J. Richard Stevens, Anna C. Turner, Kathleen M. Turner-Ledgerwood, Robert Westerfelhaus
Comprising the most current scholarship from leading experts in the fields of gender and media studies, Gendered Transformations offers readers a new foundation from which to reexamine traditional perspectives on gender. Organized into sections concerning representational politics, embodied performance, and social constructions of reality, these essays explore a wide variety of concerns from a similarly wide variety of perspectives, from essentialist to anti-essentialist. A thought-provoking contribution to a number of disparate fields, Gendered Transformations offers a rare interdisciplinary approach to gender that reflects the most recent developments in media theory and methodology.
Today's urban environments are layered with data and algorithms that fundamentally shape how we perceive and move through space. But are our digitally dense environments continuing to amplify inequalities rather than alleviate them? This book looks at the key contours of information inequality, and who, what and where gets left out.
Platforms like Google Maps and Wikipedia have become important gateways to understanding the world, and yet they are characterized by significant gaps and biases, often driven by processes of exclusion. As a result, their digital augmentations tend to be refractions rather than reflections: they highlight only some facets of the world at the expense of others.
This doesn't mean that more equitable futures aren't possible. By outlining the mechanisms through which our digital and material worlds intersect, the authors conclude with a roadmap for what alternative digital geographies might look like.
Media history is millions, even billions, of years old. That is the premise of this pioneering and provocative book, which argues that to adequately understand contemporary media culture we must set out from material realities that precede media themselves—Earth’s history, geological formations, minerals, and energy. And to do so, writes Jussi Parikka, is to confront the profound environmental and social implications of this ubiquitous, but hardly ephemeral, realm of modern-day life.
Exploring the resource depletion and material resourcing required for us to use our devices to live networked lives, Parikka grounds his analysis in Siegfried Zielinski’s widely discussed notion of deep time—but takes it back millennia. Not only are rare earth minerals and many other materials needed to make our digital media machines work, he observes, but used and obsolete media technologies return to the earth as residue of digital culture, contributing to growing layers of toxic waste for future archaeologists to ponder. He shows that these materials must be considered alongside the often dangerous and exploitative labor processes that refine them into the devices underlying our seemingly virtual or immaterial practices.
A Geology of Media demonstrates that the environment does not just surround our media cultural world—it runs through it, enables it, and hosts it in an era of unprecedented climate change. While looking backward to Earth’s distant past, it also looks forward to a more expansive media theory—and, implicitly, media activism—to come.
Why is the story of romance in books, magazines, and films still aimed at women rather than at men? Even after decades of feminism, traditional ideas and messages about romantic love still hold sway and, in our “postfeminist” age, are more popular than ever. Increasingly, we have become a culture of romance: stories of all kinds shape the terms of love. Women, in particular, love a love story.
The Glass Slipper is about the persistence of a familiar Anglo-American love story into the digital age. Comparing influential classics to their current counterparts, Susan Ostrov Weisser relates in highly amusing prose how these stories are shaped and defined by and for women, the main consumers of romantic texts. Following a trajectory that begins with Jane Austen and concludes with Internet dating sites, Weisser shows the many ways in which nineteenth-century views of women’s nature and the Victorian idea of romance have survived the feminist critique of the 1970s and continue in new and more ambiguous forms in today’s media, with profound implications for women.
More than a book about romance in fiction and media, The Glass Slipper illustrates how traditional stories about women’s sexuality, femininity, and romantic love have survived as seemingly protective elements in a more modern, feminist, sexually open society, confusing the picture for women themselves. Weisser compares diverse narratives—historical and contemporary from high literature and “low” genres—discussing novels by Jane Austen and Charlotte Brontë, Victorian women’s magazines, and D. H. Lawrence’s Lady Chatterley’s Lover; Disney movies; popular Harlequin romance novels; masochistic love in films; pornography and its relationship to romance; and reality TV and Internet ads as romantic stories.
Ultimately, Weisser shows that the narrative versions of the Glass Slipper should be taken as seriously as the Glass Ceiling as we see how these representations of romantic love are meant to inform women’s beliefs and goals. In this book, Weisser’s goal is not to shatter the Glass Slipper, but to see through it.
A necessary volume of essays working to decolonize the digital humanities
Often conceived of as an all-inclusive “big tent,” digital humanities has in fact been troubled by a lack of perspectives beyond Westernized and Anglophone contexts and assumptions. This latest collection in the Debates in the Digital Humanities series seeks to address this deficit in the field. Focused on thought and work that has been underappreciated for linguistic, cultural, or geopolitical reasons, contributors showcase alternative histories and perspectives that detail the rise of the digital humanities in the Global South and other “invisible” contexts and explore the implications of a globally diverse digital humanities.
Advancing a vision of the digital humanities as a space where we can reimagine basic questions about our cultural and historical development, this volume challenges the field to undertake innovation and reform.
Contributors: Maria José Afanador-Llach, U de los Andes, Bogotá; Maira E. Álvarez, U of Houston; Purbasha Auddy, Jadavpur U; Diana Barreto Ávila, U of British Columbia; Deepti Bharthur, IT for Change; Sayan Bhattacharyya, Singapore U of Technology and Design; Anastasia Bonch-Osmolovskaya, National Research U Higher School of Economics; Jing Chen, Nanjing U; Carlton Clark, Kazimieras Simonavičius U, Vilnius; Carolina Dalla Chiesa, Erasmus U, Rotterdam; Gimena del Rio Riande, Institute of Bibliographic Research and Textual Criticism; Leonardo Foletto, U of São Paulo; Rahul K. Gairola, Murdoch U; Sofia Gavrilova, Leibniz Institute for Regional Geography; Andre Goodrich, North-West U; Anita Gurumurthy, IT for Change; Aliz Horvath, Eötvös Loránd U; Igor Kim, Russian Academy of Sciences; Inna Kizhner, Siberian Federal U; Cédric Leterme, Tricontinental Center; Andres Lombana-Bermudez, Pontificia, U Javeriana, Bogotá; Lev Manovich, City U of New York; Itay Marienberg-Milikowsky, Ben-Gurion U of the Negev; Maciej Maryl, Polish Academy of Sciences; Nirmala Menon, Indian Institute of Technology, Indore; Boris Orekhov, National Research U Higher School of Economics; Ernesto Priego, U of London; Sylvia Fernández Quintanilla, U of Kansas; Nuria Rodríguez-Ortega, U of Málaga; Steffen Roth, U of Turku; Dibyadyuti Roy, Indian Institute of Technology, Jodhpur; Maxim Rumyantsev, Siberian Federal U; Puthiya Purayil Sneha, Centre for Internet and Society, Bengaluru; Juan Steyn, South African Centre for Digital Language Resources; Melissa Terras, U of Edinburgh; Ernesto Miranda Trigueros, U of the Cloister of Sor Juana; Lik Hang Tsui, City U of Hong Kong; Tim Unwin, U of London; Lei Zhang, U of Wisconsin–La Crosse.
This updated second edition of Global Technological Change reconsiders how we make and use technology in the twenty-first century. With human-centered "soft technology" driving machine-based "hard technology" in ever more complex ways, Zhouying Jin provides an understanding of the human dimension of technological advancement. Through a theoretical framework that incorporates elements of both Eastern and Western philosophy, she offers insight into the dynamic between the two as it relates to a variety of technological innovation. More relevant than ever, Global Technological Change continues to challenge assumptions about technology and the gap between the developed and developing countries in the twenty-first century.
Yet video games remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond outmoded and futile attempts to tie gameplay to violent behavior. With this rumor now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philosophical inquiry.
In God in the Machine, author Liel Leibovitz leads a fascinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection all come into play in the video games that some critics so quickly write off as mind-numbing wastes of time. When one looks closely at how these games are designed, their inherent logic, and their cognitive effects on players, it becomes clear that playing these games creates a state of awareness vastly different from when we watch television or read a book. Indeed, the gameplay is a far more dynamic process that draws on various faculties of mind and body to evoke sensations that might more commonly be associated with religious experience. Getting swept away in an engaging game can be a profoundly spiritual activity. It is not to think, but rather to be, a logic that sustained our ancestors for millennia as they looked heavenward for answers.
As more and more of us look “screenward,” it is crucial to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.
Focusing on the alliance between Apple and the notorious Taiwanese manufacturer Foxconn, Jack Linchuan Qiu examines how corporations and governments everywhere collude to build systems of domination, exploitation, and alienation. His interviews, news analysis, and first-hand observation show the circumstances faced by Foxconn workers--circumstances with vivid parallels in the Atlantic slave trade. Ironically, the fanatic consumption of digital media also creates compulsive free labor that constitutes a form of bondage for the user. Arguing as a digital abolitionist, Qiu draws inspiration from transborder activist groups and incidents of grassroots resistance to make a passionate plea aimed at uniting--and liberating--the forgotten workers who make our twenty-first-century lives possible.
In our current screen-saturated culture, we take in more information through visual means than at any point in history. The computers and smart phones that constantly flood us with images do more than simply convey information. They structure our relationship to information through graphical formats. Learning to interpret how visual forms not only present but produce knowledge, says Johanna Drucker, has become an essential contemporary skill.
Graphesis provides a descriptive critical language for the analysis of graphical knowledge. In an interdisciplinary study fusing digital humanities with media studies and graphic design history, Drucker outlines the principles by which visual formats organize meaningful content. Among the most significant of these formats is the graphical user interface (GUI)—the dominant feature of the screens of nearly all consumer electronic devices. Because so much of our personal and professional lives is mediated through visual interfaces, it is important to start thinking critically about how they shape knowledge, our behavior, and even our identity.
Information graphics bear tell-tale signs of the disciplines in which they originated: statistics, business, and the empirical sciences. Drucker makes the case for studying visuality from a humanistic perspective, exploring how graphic languages can serve fields where qualitative judgments take priority over quantitative statements of fact. Graphesis offers a new epistemology of the ways we process information, embracing the full potential of visual forms and formats of knowledge production.
In Greek Media Discourse, Nikoletta Tsitsanoudis-Mallidis examines the changes in the form and symbolism of the language utilized by the media in Greece since the fall of the dictatorship in 1974, revealing linguistic reflections of important economic and political changes of the country. She argues that the language took a more grassroots approach because it served the climate of the restoration of democracy. It took on progressive implications by distancing from more formal approaches, facilitating political alliances and raising popular expectations.
Greek language took a more populist turn when private media sought opportunities within the lower and lower-middle classes. Language both influenced, and was influenced by, an embrace of politics through the “authority” it had gained via television and publishing. It also lost and regained the role of representing the campaigns of the common people. In the era of memoranda it became a sharp tool of manipulation, aiming at the coercive acceptance of harsh economic measures.
Finally, Tsitsanoudis-Mallidis demonstrates the way language provokes critical debate, with questions about how ultimately democratic are the forces that shape a discourse with such a “biased” projection as journalism, leaving unanswered the final question: How pedagogical can a public discourse be when it loses its democracy as a social good?
A field guide to a nonfascist life at the end of the world as we know it
A Guerrilla Guide to Refusal is an unexpected approach to philosophy from a guerrilla-logic point of view. Harnessing critical theory to creatively reimagine counterinsurgency, guerrilla warfare, and interventions beyond the political mainstream, it takes us on a journey through anarchist infowar, queer outlaws, and black insurgency—through a subterranean network of communiques, military documents, contemporary art, political slogans, adversarial blogs, and captive media. In doing so, it provides powerful new insight into contemporary political movements that pose no demands, refuse labels, and offer no solutions.
Written to both inspire and provoke, A Guerrilla Guide to Refusal urges us to think through the refusal to participate in politics as usual. Author Andrew Culp demonstrates how evasion can combatively deny the existing order its power. Focusing on punk cinema, anarchist pamphlets, feminist art projects, hacker manifestos, and guerrilla manuals, he foregrounds invisibility as a novel force of disruption. He draws on concepts of criminality, fugitivity, and anonymity to bring a more nuanced understanding of how power makes things—and people—visible.
The book’s unique format is that of a theoretical manual, comprising freestanding segments instead of blueprints. Poised to reach beyond the academy into activist circles, this potent theory-in-action intervention forces us to reconsider the terrain upon which our struggles against patriarchy, anti-Blackness, capitalism, and the state operate.
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