28 books match the query 'Playing'
Higgins, Scott
Rutgers University Press, 2016
Stephanie Boluk
University of Minnesota Press, 2017
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.
Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.
One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
Banu Senay
University of Illinois Press, 2020
Banu Şenay documents the years-long training required to become a neyzen—a player of the ney. The process holds a transformative power that invites students to create a new way of living that involves alternative relationships with the self and others, changing perceptions of the city, and a dedication to craftsmanship. Şenay visits reed harvesters and travels from studios to workshops to explore the practical processes of teaching and learning. She also becomes an apprentice ney-player herself, exploring the desire for spirituality that encourages apprentices and masters alike to pursue ney music and its scaffolding of Islamic ethics and belief.
Vincent Haddad
University of Minnesota Press, 2026
How media production and fan play interact to shape the aesthetics of a global anime franchise
Since its debut in 1984, Dragon Ball has become one of the most popular, influential, and lucrative media franchises in the world. In Next Time on Dragon Ball, Vincent Haddad investigates how the franchise has maintained huge global demand despite its formulaic plotlines. Examining its exhaustive repetition of storytelling forms across comics, TV series, games, and merchandise, Haddad argues that the convergence of play, fandom, and narrative made Dragon Ball an unlikely success—and a harbinger of broader shifts in the media landscape of franchises from the 1980s to the present.
Haddad conceives of Dragon Ball as a “franchise toy,” a corporate media property that is constantly remixed by its fans in ways that its owners resist but also ultimately embrace: appropriation is essential to the franchise’s popularity. Over the past forty years, Haddad argues, Dragon Ball’s deployment of familiar tropes, cultural references, and narrative forms—from classical Chinese stories and the films of Bruce Lee and Jackie Chan to American franchises like Superman and Star Wars—has invited unique transcultural play. Through diverse examples of how fans use its characters as “playthings,” Haddad shows how Dragon Ball travels across international networked fandoms, highlighting the queer, gendered, and racialized dimensions of this play.
Parsing the dynamics of “sites of conflict” between authorized media and fan content, Next Time on Dragon Ball illuminates how fan engagement across the Americas changes the parameters of what a manga and anime franchise is and can be.
Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions.
Sangtin Sangtin Writers
University of Minnesota Press, 2006
Kevin D. Cordi, Ph.D.
Parkhurst Brothers, Inc., 2014
David Milofsky
University Press of Colorado, 1999
Ben Seidler, an intense, passionately committed violist, is at the height of his career as a member of the Casa Bella Quartet, one of the foremost string quartets in the nation. His gifts as a concert artist had always been intuitive, but love did not come so easily. It took determination to win the hand of his wife, Dory, who was reluctant to set aside her ambitions of becoming an artist.
Their marriage is at once complex and ordinary, balancing the rigors of long rehearsal sessions against the daily round of family life with their two sons. Then suddenly the rhythm of their lives is shattered when Ben falls victim to multiple sclerosis. Stubbornly independent, Ben refuses to rely on others until necessity forces him to see that there are things beyond his control. Through a new closeness with his aging father, his older son, and, most importantly, Dory, he learns to accept help and to appreciate human frailty and affection.
As Ben's health declines, Dory is forced to resume her career and compete in a world dominated by men, and to re-examine her feelings and commitment to her husband. As their lives change, so does their marriage, and Ben and Dory forge a new kind of love, a fierce love that sustains them through everything.
Carlo Rotella
University of Chicago Press, 2012
William Bridges
University of Michigan Press, 2020
Edited by Andrew Burn, John Potter, Kate Cowan, and Julia Bishop
University College London, 2025
Darius Brubeck and Catherine Brubeck
University of Illinois Press, 2024
Catherine and Darius Brubeck’s 1983 move to South Africa launched them on a journey that helped transform jazz education. Blending biography with storytelling, the pair recount their time at the University of KwaZulu-Natal, where they built a pioneering academic program in jazz music and managed and organized bands, concerts, and tours around the world.
The Brubecks and the musicians faced innumerable obstacles, from the intensification of apartheid and a lack of resources to the hardscrabble lives that forced even the most talented artists to the margins. Building a program grounded in multi-culturalism, Catherine and Darius encouraged black and white musicians to explore and expand the landscape of South African jazz together Their story details the sometimes wily, sometimes hilarious problem-solving necessary to move the institution forward while offering insightful portraits of South African jazz players at work, on stage, and providing a soundtrack to the freedom struggle and its aftermath.
Frank and richly detailed, Playing the Changes provides insiders’ accounts of how jazz intertwined with struggle and both expressed and resisted the bitter unfairness of apartheid-era South Africa.
Ralph Lerner
University of Chicago Press, 2009
The role of the fool is to provoke the powerful to question their convictions, preferably while avoiding a beating. Fools accomplish this not by hectoring their audience, but by broaching sensitive topics indirectly, often disguising their message in a joke or a tale. Writers and thinkers throughout history have adopted the fool’s approach, and here Ralph Lerner turns to six of them—Thomas More, Francis Bacon, Robert Burton, Pierre Bayle, Benjamin Franklin, and Edward Gibbon—to elucidate the strategies these men employed to persuade the heedless, the zealous, and the overly confident to pause and reconsider.
As Playing the Fool makes plain, all these men lived through periods marked by fanaticism, particularly with regard to religion and its relation to the state. In such a troubled context, advocating on behalf of skepticism and against tyranny could easily lead to censure, or even, as in More’s case, execution. And so, Lerner reveals, these serious thinkers relied on humor to move their readers toward a more reasoned understanding of the world and our place in it. At once erudite and entertaining, Playing the Fool is an eloquently thought-provoking look at the lives and writings of these masterly authors.
Froma I. Zeitlin
University of Chicago Press, 1995
Zach Whalen
Vanderbilt University Press, 2008
Derek Long
University of Texas Press, 2024
A history of film distribution in the United States from the 1910s to the 1930s, concentrating on booking, circuiting, and packaging marketing practices.
Told not as a “golden age” narrative of films, stars, or individual studios but as an economic history of the industry’s film distribution practices, Playing the Percentages is the story of how Hollywood’s vertically integrated studio system came to be. Studying the history of distribution during the growth of Hollywood, Derek Long makes a case for the domination of the studio system as the result of struggles over distribution practices.
Through a combination of archival research, critical surveys of the film industry trade press, and economic analysis, Long uncovers a complex and ever-shifting system of wrangling between distributors and exhibitors. Challenging the overemphasis within scholarship on “block booking” as a monolithic distribution mode, and attending to distribution practices beyond simple circulation, Long highlights the crucial changes in film distribution brought about by live theater, the rise of features, and the transition to sound. Playing the Percentages is a comprehensive history of film distribution in the United States during the silent era that illustrates the importance of power struggles between distributors and exhibitors over booking, pricing, and playing time.
Stuart B. Mushlin, MD, FACP
Rutgers University Press, 2017
Sharon Harrigan
University of Wisconsin Press, 2017
James Housefield
Dartmouth College Press, 2016
Aubrey Anable
University of Minnesota Press, 2018
How gaming intersects with systems like history, bodies, and code
Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.
Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail.
Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.
Robert J. Wolfe
University of Arizona Press, 2006
Molly Rosner
Rutgers University Press, 2021
David Church
University of Manitoba Press, 2009
By Mary Weismantel
University of Texas Press, 2021
Winner, Association for Latin American Art-Arvey Foundation Book Award, 2022
More than a thousand years ago on the north coast of Peru, Indigenous Moche artists created a large and significant corpus of sexually explicit ceramic works of art. They depicted a diversity of sex organs and sex acts, and an array of solitary and interconnected human and nonhuman bodies. To the modern eye, these Moche “sex pots,” as Mary Weismantel calls them, are lively and provocative but also enigmatic creations whose import to their original owners seems impossible to grasp.
In Playing with Things, Weismantel shows that there is much to be learned from these ancient artifacts, not merely as inert objects from a long-dead past but as vibrant Indigenous things, alive in their own inhuman temporality. From a new materialist perspective, she fills the gaps left by other analyses of the sex pots in pre-Columbian studies, where sexuality remains marginalized, and in sexuality studies, where non-Western art is largely absent. Taking a decolonial approach toward an archaeology of sexuality and breaking with long-dominant iconographic traditions, this book explores how the pots "play jokes," "make babies," "give power," and "hold water,” considering the sex pots as actual ceramic bodies that interact with fleshly bodies, now and in the ancient past. A beautifully written study that will be welcomed by students as well as specialists, Playing with Things is a model for archaeological and art historical engagement with the liberating power of queer theory and Indigenous studies.

Meredith Anne Skura
University of Chicago Press, 1993
Robert Gordon
University of Michigan Press, 2006
Louis Montrose
University of Chicago Press, 1996
By Timothy J. Moore
University of Texas Press, 1998
The relationship between actors and spectators has been of perennial interest to playwrights. The Roman playwright Plautus (ca. 200 BCE) was particularly adept at manipulating this relationship. Plautus allowed his actors to acknowledge freely the illusion in which they were taking part, to elicit laughter through humorous asides and monologues, and simultaneously to flatter and tease the spectators.
These metatheatrical techniques are the focus of Timothy J. Moore's innovative study of the comedies of Plautus. The first part of the book examines Plautus' techniques in detail, while the second part explores how he used them in the plays Pseudolus, Amphitruo, Curculio, Truculentus, Casina, and Captivi. Moore shows that Plautus employed these dramatic devices not only to entertain his audience but also to satirize aspects of Roman society, such as shady business practices and extravagant spending on prostitutes, and to challenge his spectators' preconceptions about such issues as marriage and slavery. These findings forge new links between Roman comedy and the social and historical context of its performance.
Lucille P. Fultz
University of Illinois Press, 2003