The eight essays in Gambling, Space, and Time use a global and interdisciplinary approach to examine two significant areas of gambling studies that have not been widely explored--the ever-changing boundaries that divide and organize gambling spaces, and the cultures, perceptions, and emotions related to gambling. The contributors represent a variety of disciplines: history, geography, sociology, anthropology, political science, and law.
The essays consider such topics as the impact of technological advances on gambling activities, the role of the nation-state in the gambling industry, and the ways that cultural and moral values influence the availability of gambling and the behavior of gamblers. The case studies offer rich new insights into a gambling industry that is both a global phenomenon and a powerful engine of local change.
Video and computer games in their cultural contexts.
As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power.
In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power.
This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers.
Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008’s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.
Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force’s attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military’s development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.
Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today’s computer games—and the wider culture they increasingly influence—are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future.
Listen to a short interview with McKenzie WarkHost: Chris Gondek | Producer: Heron & Crane
Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field--where we get ahead on our strengths or not at all.
Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture.
Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election.
Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.
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.
Works of genre fiction are a source of enjoyment, read during cherished leisure time and in incidental moments of relaxation. This original book takes readers inside popular genres of fiction, including crime, fantasy, and romance, to reveal how personal tastes, social connections, and industry knowledge shape genre worlds. Attuned to both the pleasure and the profession of producing genre fiction, the authors investigate contemporary developments in the field—the rise of Amazon, self-publishing platforms, transmedia storytelling, and growing global publishing conglomerates—and show how these interact with older practices, from fan conventions to writers’ groups.
Sitting at the intersection of literary studies, genre studies, fan studies, and studies of the book and publishing cultures, Genre Worlds considers how contemporary genre fiction is produced and circulated on a global scale. Its authors propose an innovative theoretical framework that unfolds genre fiction’s most compelling characteristics: its connected social, industrial, and textual practices. As they demonstrate, genre fiction books are not merely texts; they are also nodes of social and industrial activity involving the production, dissemination, and reception of the texts.
The Ghost of Meter: Culture and Prosody in American Free Verse provides a new strategy for interpreting the ways in which metrical patterns contribute to the meaning of poems. Annie Finch puts forth the theory of "the metrical code," a way of tracing the changing cultural connotations of metered verse, especially iambic pentameter. By applying the code to specific poems, the author is able to analyze a writer's relation to literary history and to trace the evolution of modern and contemporary poetries from the forms that precede them.
Poet, translator, and critic Annie Finch is director of the Stonecoast low-residency MFA program at the University of Southern Maine. She is co-editor, with Kathrine Varnes, of An Exaltation of Forms: Contemporary Poets Celebrate the Diversity of Their Art, and author of Calendars. She is the winner of the eleventh annual Robert Fitzgerald Prosody Award for scholars who have made a lasting contribution to the art and science of versification.
Author bio:
Annie Finch, poet, editor, and critic, has published twenty books of poetry and poetics including Spells: New and Selected Poems, The Body of Poetry: Essays on Women, Form, and the Poetic Self, An Exaltation of Forms: Contemporary Poets Celebrate the Diversity of Their Art, A Poet's Craft: A Comprehensive Guide to Making and Sharing Your Poetry, and The Ghost of Meter: Culture and Prosody in American Free Verse. Based in New York, Dr. Finch travels widely to teach and perform her poetry and is the founder of PoetryWitchCommunity.org, where she teaches poetry, meter, and more. She is the winner of the eleventh annual Robert Fitzgerald Prosody Award for scholars who have made a lasting contribution to the art and science of versification.
Gift Giving brings together 21 scholars from a variety of disciplines—including consumer behavior, communications, and sociology—who are dedicated to the understanding of what motivates gift selection, presentation, and incorporation of a gift into a person's life.
The period 1885 to 1917 saw thousands of American crusaders working hard to “save the fallen women,” but little on the part of American social protest writers. In this first work on the subject, Laura Hapke examines how writers attempted to turn an outcast into a heroine in a literature otherwise known for its puritanical attitude toward the fallen woman. She focuses on how these authors (all male) expressed late-Victorian conflicts about female sexuality. If, as they all maintained, women have an innate preference for chastity, how could they account for the prostitute? Was she a sinner, suggesting the potential waywardness of all women? Or, if she was a victim, what of her “depravity”?
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.
The rituals of religion these days as practiced in the United States on television, have become big theatre, a big show. Televangelism is big business, amounting to billions of dollars each year. Televangelists discussed are Billy Graham, Jimmy Swaggert, Jerry Falwell, Jim and Tammy Bakker, Terry Cole-Whittaker, Marilyn Hickey, Danuto Rylko Soderman, and Beverly LaHaye.
Jain draws on interviews with artists, printers, publishers, and consumers as well as analyses of the prints themselves to trace the economies—of art, commerce, religion, and desire—within which calendar images and ideas about them are formulated. For Jain, an analysis of the bazaar, or vernacular commercial arena, is crucial to understanding not only the calendar art that circulates within the bazaar but also India’s postcolonial modernity and the ways that its mass culture has developed in close connection with a religiously inflected nationalism. The bazaar is characterized by the coexistence of seemingly incompatible elements: bourgeois-liberal and neoliberal modernism on the one hand, and vernacular discourses and practices on the other. Jain argues that from the colonial era to the present, capitalist expansion has depended on the maintenance of these multiple coexisting realms: the sacred, the commercial, and the artistic; the official and the vernacular.
Dolly Parton isn’t just a country music superstar. She has built an empire. At the heart of that empire is Dollywood, a 150-acre fantasy land that hosts three million people a year. Parton’s prodigious talent and incredible celebrity have allowed her to turn her hometown into one of the most popular tourist destinations in America. The crux of Dollywood’s allure is its precisely calibrated Appalachian image, itself drawn from Parton’s very real hardscrabble childhood in the mountains of east Tennessee.
What does Dollywood have to offer besides entertainment? What do we find if we take this remarkable place seriously? How does it both confirm and subvert outsiders’ expectations of Appalachia? What does it tell us about the modern South, and in turn what does that tell us about America at large? How is regional identity molded in service of commerce, and what is the interplay of race, gender, and class when that happens?
In Gone Dollywood, Graham Hoppe blends tourism studies, celebrity studies, cultural analysis, folklore, and the acute observations and personal reflections of longform journalism into an unforgettable interrogation of Southern and American identity.
In a time when image is indeed everything, our personal appearance has a tremendous effect on nearly every aspect of our lives on a daily basis. Our choice of hairstyle can mean the difference between acceptance and rejection by groups and individuals. The choices made by African Americans are particularly charged, often affecting the wearer and the viewer in unique and sometimes life-altering ways.
Good and Bad Hair emerges out of photographer Bill Gaskins's traveling photo exhibition of the same name. The book features 60 evocative photographs of African American men, women, and children, documenting contemporary black hairstyles and their role as a feature of African American culture.
On one level, the photographs present readers with a variety of popular and personal approaches to wearing one's hair. On another level, they isolate what amounts to a bold, assertive departure from the common definition of American beauty that excludes the physical features of many people of African descent. This narrow definition of beauty has created a race-based measurement for what is considered "good" and "bad" hair. Gaskins's pictures identify African Americans from different regions of the United States who expressively symbolize their sense of self and often their sense of an African or black identity through their hair.
The volume’s editors provide a rich history of goth, describing its play of resistance and consumerism; its impact on class, race, and gender; and its distinctive features as an “undead” subculture in light of post-subculture studies and other critical approaches. The essays include an interview with the distinguished fashion historian Valerie Steele; analyses of novels by Anne Rice, Poppy Z. Brite, and Nick Cave; discussions of goths on the Internet; and readings of iconic goth texts from Bram Stoker’s Dracula to James O’Barr’s graphic novel The Crow. Other essays focus on gothic music, including seminal precursors such as Joy Division and David Bowie, and goth-influenced performers such as the Cure, Nine Inch Nails, and Marilyn Manson. Gothic sexuality is explored in multiple ways, the subjects ranging from the San Francisco queercore scene of the 1980s to the increasing influence of fetishism and fetish play. Together these essays demonstrate that while its participants are often middle-class suburbanites, goth blurs normalizing boundaries even as it appears as an everlasting shadow of late capitalism.
Contributors: Heather Arnet, Michael Bibby, Jessica Burstein, Angel M. Butts, Michael du Plessis, Jason Friedman, Nancy Gagnier, Ken Gelder, Lauren M. E. Goodlad, Joshua Gunn, Trevor Holmes, Paul Hodkinson, David Lenson, Robert Markley, Mark Nowak, Anna Powell, Kristen Schilt, Rebecca Schraffenberger, David Shumway, Carol Siegel, Catherine Spooner, Lauren Stasiak, Jeffrey Andrew Weinstock
This anthology argues for the serious study of the literary oeuvre of Anne Rice, a major figure in today’s popular literature. The essays assert that Rice expands the conventions of the horror genre’s formula to examine important social issues. Like a handful of authors working in this genre, Rice manipulates its otherwise predictable narrative structures so that a larger, more interesting cultural mythology can be developed. Rice searches for philosophical truth, examining themes of good and evil, the influence on people and society of both nature and nurture, and the conflict and dependence of humanism and science.
Some of the most noteworthy graphic novels and comic books of recent years have been entirely autobiographical. In Graphic Subjects, Michael A. Chaney brings together a lively mix of scholars to examine the use of autobiography within graphic novels, including such critically acclaimed examples as Art Spiegelman’s Maus, David Beauchard’s Epileptic, Marjane Satrapi’s Persepolis, Alan Moore’s Watchmen, and Gene Yang’s American Born Chinese.
Around a campfire in the woods through long hours of night, men used to gather to listen to the music of hounds' voices as they chased an elusive and seemingly preternatural fox. To the highly trained ears of these backwoods hunters, the hounds told the story of the pursuit like operatic voices chanting a great epic. Although the hunt almost always ended in the escape of the fox—as the hunters hoped it would—the thrill of the chase made the men feel "that they [were] close to something lost and never to be found, just as one can feel something in a great poem or a dream."
Gray Ghosts and Red Rangers offers a colorful account of this vanishing American folkway—back-country fox hunting known as "hilltopping," "moonlighting," "fox racing," or "one-gallus fox hunting." Practiced neither for blood sport nor to put food on the table, hilltopping was worlds removed from elite fox hunting where red- and black-coated horsemen thundered across green fields in daylight. Hilltopping was a nocturnal, even mystical pursuit, uniting men across social and racial lines as they gathered to listen to dogs chasing foxes over miles of ground until the sun rose. Engaged in by thousands of rural and small-town Americans from the 1860s to the 1980s, hilltopping encouraged a quasi-spiritual identification of man with animal that bound its devotees into a "brotherhood of blood and cause" and made them seem almost crazy to outsiders.
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