96 books match the query 'Games & Activities' and 4 start with i

cover of In the Desert of Desire: Las Vegas and the Culture of Spectacle

In the Desert of Desire

Las Vegas and the Culture of Spectacle

William L. Fox

University of Nevada Press, 2007

Las Vegas, says William Fox, is a pay-as-you-play paradise that succeeds in satisfying our fantasies of wealth and the excesses of pleasure and consumption that go with it. In this context, Fox examines how Las Vegas’s culture of spectacle has obscured the boundaries between high art and entertainment extravaganza, nature and fantasy, for-profit and nonprofit enterprises. His purview ranges from casino art galleries—including Steve Wynn’s private collection and a branch of the famed Guggenheim Museum—to the underfunded Las Vegas Art Museum; from spectacular casino animal collections like those of magicians Siegfried and Roy and Mandalay Bay’s Shark Reef exhibit to the city’s lack of support for a viable public zoo; from the environmental and psychological impact of lavish water displays in the arid desert to the artistic ambiguities intrinsic to Las Vegas’s floating world of showgirls, lapdancers, and ballet divas. That Las Vegas represents one of the world’s most opulent displays of private material wealth in all its forms, while providing miserly funding for local public amenities like museums and zoos, is no accident, Fox maintains. Nor is it unintentional that the city’s most important collections of art and exotic fauna are presented in the context of casino entertainment, part of the feast of sensation and excitement that seduces millions of visitors each year. Instead, this phenomenon shows how our insatiable modern appetite for extravagance and spectacle has diminished the power of unembellished nature and the arts to teach and inspire us, and demonstrates the way our society privileges private benefit over public good. Given that Las Vegas has been a harbinger of national cultural trends, Fox’s commentary offers prescient insight into the increasing commercialization of nature and culture across America.

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cover of Inclusive Play: Magic Commander and Community Practice

Inclusive Play

Magic Commander and Community Practice

John Banks

University of Michigan Press, 2027

Magic: The Gathering, considered to be the first collectible trading card game, was conceived by Richard Garfield in 1991 and commercially released by Wizards of the Coast in 1993. Since then, Magic has exerted profound influence on hobbyist board gaming through its distinctive and innovative mechanics and practices of collecting cards from periodic set releases and deckbuilding for competitive play. Originating in the Magic player community, the Commander format became popular for casual play and a more inclusive style of social play. Like games cultures more broadly, Magic has been characterized by oppressions that exclude marginalized people.

Drawing on his research of the player community at his local game store in Brisbane, Australia; interviews with Sheldon Menery and members of the Commander Rules Committee and Advisory Group; and research in the field of game studies, John Banks considers how games like Commander can be approached and played more inclusively. Banks argues that there is an ethical dimension to how players approach inclusion. While not all games or communities embody inclusivity, Commander play has integral practices that exemplify virtuous play: an ethic of play rooted in respect, care, and community. Inclusive Play shows that games such as Commander are culturally significant as they provide opportunity for meaningful inclusive cultural change.

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cover of Indigenomicon: American Indians, Video Games, and the Structures of Dispossession

Indigenomicon

American Indians, Video Games, and the Structures of Dispossession

Jodi A. Byrd

Duke University Press, 2025

Settler colonial studies and Indigenous studies are often assumed to be the same intellectual project. In Indigenomicon, Jodi A. Byrd examines the differences between the two fields by bringing video game studies and Indigenous studies into conversation with Black studies, queer studies, and Indigenous feminist critique. Byrd theorizes “the image of the law of the Indigenous” as structuring dispossession in games including Assassin’s Creed, Animal Crossing, BioShock Infinite, and Demon Souls. They demonstrate how games and play might reveal histories of slavery, genocide, and theft of Indigenous lands even as their structures obscure Indigenous spatial and embodied practices that prioritize relationships with land, water, plants, and spirits. With ground and relationality defined as key concepts, Byrd centers Indigenous visions of dystopias to reveal how game spaces encode settler structures of governance even as the design of games might yet provide vital modes of resistance to Indigenous erasure.
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cover of Internet Spaceships Are Serious Business: An EVE Online Reader

Internet Spaceships Are Serious Business

An EVE Online Reader

Marcus Carter

University of Minnesota Press, 2016

EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE’s developer (CCP Games) examine the intricate world of EVEOnline--providing authentic accounts of lived experience within a game with more than a decade of history and millions of “real” dollars behind it.

Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game’s community, as well as academics from around the globe. They cover a wide range of subjects: the game’s technicalities and its difficulty; its projection of humanity’s future in space; the configuration of its unique, single-server game world; the global nature of warfare in its “nullsec” territory (and how EVE players have formed a global concept of time); stereotypes of Russian players; espionage play; in-game memorials to Vile Rat (aka U.S. State Department official Sean Smith, murdered in the 2012 Benghazi attack); its gendered playing experience; and CCP Games’ relationship with players; and its history and legacy.

Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers seeking to understand and replicate the successful aspects unique to EVE Online, and even those who have never played this notoriously complex game.

Contributors: William Sims Bainbridge, National Science Foundation; Chribba; Jedrzej Czarnota; Kjartan Pierre Emilsson; Dan Erdman; Rebecca Fraimow; Martin R. Gibbs, U of Melbourne; Catherine Goodfellow; Kathryn Gronsbell; Keith Harrison; Kristin MacDonough; Mantou (Zhang Yuzhou); Oskar Milik; The Mittani (Alexander Gianturco); Joji Mori; Richard Page; Christopher Paul, Seattle U; Erica Titkemeyer, U of North Carolina at Chapel Hill; Nick Webber, Birmingham City U.


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