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  1. Game Cultures: Computer Games as New Media

    This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. (Taken from Google Books)

    Jonatha Patrick Oliveira de Sousa - 06.10.2021 - 21:36

  2. Pivoting the Player. A Methodological Toolkit for the Player Character Research in Offline Role-Playing Games

    This thesis introduces an innovative method for the analysis of the player character (PC) in offline computer role-playing games (cRPGs). It derives from the assumption that the character constitutes the focal point of the game, around which all the other elements revolve. This underlying observation became the foundation of the Pivot Player Character Model, the framework illustrating the experience of gameplay as perceived through the PC’s eyes. Although VG characters have been scrutinised from many different perspectives, a uniform methodology has not been formed yet. This study aims to fill that methodological void by systematising the hitherto research and providing a method replicable across the cRPG genre. The proposed methodology builds upon the research of characters performed in video games, fiction, film, and drama. It has been largely inspired by Anne Ubersfeld’s semiological dramatic character research implemented in Reading Theatre I (1999).

    Jonatha Patrick Oliveira de Sousa - 06.10.2021 - 21:54

  3. The Meaning and Culture of Grand Theft Auto: Critical Essays

    The immensely popular Grand Theft Auto game series has inspired a range of reactions among players and commentators, and a hot debate in the popular media. These essays from diverse theoretical perspectives expand the discussion by focusing scholarly analysis on the games, particularly Grand Theft Auto III (GTA3), Grand Theft Auto: Vice City (GTA:VC), and Grand Theft Auto: San Andreas (GTA:SA). Part One of the book discusses the fears, lawsuits, legislative proposals, and other public reactions to Grand Theft Auto, detailing the conflict between the developers of adult oriented games and various new forms of censorship. Depictions of race and violence, the pleasure of the carnivalistic gameplay, and the significance of sociopolitical satire in the series are all important elements in this controversy. It is argued that the general perception of digital changed fundamentally following the release of Grand Theft Auto III. The second section of the book approaches the games as they might be studied absent of the controversy.

    Jonatha Patrick Oliveira de Sousa - 06.10.2021 - 22:11

  4. From Diversion to Subversion: Games, Play, and Twentieth-century Art

    Games and play occupied a central, if misunderstood, role in modern art in the twentieth century. Many art-historical narratives have downplayed the ways in which artists returned to play and to games as analogues to art practice, as metaphors for creativity, or as models for art criticism. The essays collected in this volume investigate the fundamental importance of supposedly nonserious activity and attend to the ways in which artists used play and games in order to reconsider their practice and to expand their critical strategies. With subjects ranging from early twentieth-century manifestations of games and play in Surrealism, Duchamp, Picasso, and Bauhaus photography to their repercussions in Fluxus, performance, public practice, and new media, these essays establish the diversity and potential of games and play and point toward an alternate trajectory in the development of modern art. (Taken from psupress)

    Jonatha Patrick Oliveira de Sousa - 06.10.2021 - 22:32

  5. Story Logic

    Featuring a major synthesis and critique of interdisciplinary narrative theory, Story Logic marks a watershed moment in the study of narrative. David Herman argues that narrative is simultaneously a cognitive style, a discourse genre, and a resource for writing. Because stories are strategies that help humans make sense of their world, narratives not only have a logic but also are a logic in their own right, providing an irreplaceable resource for structuring and comprehending experience.Story Logic brings together and pointedly examines key concepts of narrative in literary criticism, linguistics, and cognitive science, supplementing them with a battery of additional concepts that enable many different kinds of narratives to be analyzed and understood. By thoroughly tracing and synthesizing the development of different strands of narrative theory and provocatively critiquing what narratives are and how they work, Story Logic provides a powerful interpretive tool kit that broadens the applicability of narrative theory to more complex forms of stories, however and wherever they appear.

    Jonatha Patrick Oliveira de Sousa - 07.10.2021 - 13:18

  6. Auctor Ludens: Essays on Play in Literature

    This is a book about play practice rather than play theory. Of course, practice presupposes theory, but here the editors choose to keep general theoretical assumptions under cover rather then force them into explicitness. The contributors to this volume were given free rein to discuss whatsoever aspect of literary play caught their fancy. The absence of a predetermined theoretical framework has resulted in an idiosyntractic volume on the different forms of play. (From Google Books.)

    Jonatha Patrick Oliveira de Sousa - 08.10.2021 - 00:56

  7. Games Authors Play

    "This is the first book to look at the relationship between author and reader in terms of a 'game'. It directs attention to the various means by which an author will 'play' with his reader, and gives examples of the different degrees to which authors of all countries and of all ages have sought to puzzle, to intrigue, or to vex." (Back cover.)

    Jonatha Patrick Oliveira de Sousa - 08.10.2021 - 01:07

  8. Salon August 10, 2021: Coding Coding Coding

    What are you working on? What could we make happen?

    Hannah Ackermans - 11.10.2021 - 14:40

  9. Salon September 14, 2021: Making Digital Glamour: Queer Femme Internet Aesthetics

    This fun, playful, one-hour workshop explores the queer femme aesthetic--and all are welcome!  What’s a queer femme aesthetic? I conceptualize it as a hyper-saturated, self-conscious, postmodern, performative femininity. Glitter, sequins, lip gloss, nail polish, dELiA*s magazine, ‘90s neon pink and slime green. Digitally, the queer femme aesthetic was innovated in spaces like Tumblr and MySpace, with tools like Blingee and Angelfire Dollz. Of course, there is no one definition of a queer/femme digital aesthetic, though I’d argue that the nail polish emoji is pretty key! Queer femme internet aesthetics often intentionally subvert minimalist design principles and usability heuristics, making the user aware of the platform/medium rather than concealing it.

    Hannah Ackermans - 11.10.2021 - 14:52

  10. Salon: October 12, 2021: Share to Heal Workshop

    Aims of this workshop  

    ·  To share a personal, social or collective story which has impacted us.  

    ·  To exchange stories, which will be randomly assigned to each participant, with the aim of healing the issues, as set out in the story, and take them as inspiration to develop creative proposals. 

    ·  Community building through meaningful conversations

     

    The platform helps to gather, distribute the stories amongst the participants by shuffling them. Each participant is allocated a story from another participant and they are given some time to read the story and come up with a creative proposal, inspired by the issues in question originated from the text, to create a generative poem, create a podcast, an audio piece, a blog, an interactive co-creative piece… you can be as creative and imaginative as you want in creating a proposal!

     

    Hannah Ackermans - 18.10.2021 - 15:54

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