Man, Play, and Games

Man, Play, and Games
Author: Roger Caillois
Publisher: University of Illinois Press
Total Pages: 228
Release: 2001
Genre: Games & Activities
ISBN: 9780252070334

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According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.

Man and the Sacred

Man and the Sacred
Author: Roger Caillois
Publisher: University of Illinois Press
Total Pages: 196
Release: 2001
Genre: Din
ISBN: 9780252070341

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Table of Contents Translator's Introduction 7 Preface to the Second Edition 11 Introduction 13 Ch. I General Interrelationships of the Sacred and the Profane 19 Ch. II The Ambiguity of the Sacred 33 Ch. III The Sacred as Respect: Theory of Taboo 60 Ch. IV The Sacred as Transgression: Theory of the Festival 97 Ch. V The Sacred: Condition of Life and Gateway to Death 128 App. I Sex and the Sacred: Sexual Purification Rites Among the Thonga 139 App. II Play and the Sacred 152 App. III War and the Sacred 163 Bibliography 181 Index 189.

Modes of Play in Eighteenth-Century France

Modes of Play in Eighteenth-Century France
Author: Fayçal Falaky
Publisher: Rutgers University Press
Total Pages: 217
Release: 2021-11-12
Genre: History
ISBN: 1684483409

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This collection of essays brings together different critical perspectives on play in eighteenth-century France. From dolls, bilboquets, and lotteries to the ludic nature of narrative and theatrical performance, this volume offers a new outlook on how play was used to represent and reimagine the world.

Bit by Bit

Bit by Bit
Author: Andrew Ervin
Publisher: Basic Books
Total Pages: 248
Release: 2017-05-02
Genre: Games & Activities
ISBN: 0465096581

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An acclaimed critic argues that video games are the most vital art form of our time Video games have seemingly taken over our lives. Whereas gamers once constituted a small and largely male subculture, today 67 percent of American households play video games. The average gamer is now thirty-four years old and spends eight hours each week playing -- and there is a 40 percent chance this person is a woman. In Bit by Bit, Andrew Ervin sets out to understand the explosive popularity of video games. He travels to government laboratories, junk shops, and arcades. He interviews scientists and game designers, both old and young. In charting the material and technological history of video games, from the 1950s to the present, he suggests that their appeal starts and ends with the sense of creativity they instill in gamers. As Ervin argues, games are art because they are beautiful, moving, and even political -- and because they turn players into artists themselves.

Reading Asian American Literature

Reading Asian American Literature
Author: Sau-ling Cynthia Wong
Publisher: Princeton University Press
Total Pages: 269
Release: 1993-07-12
Genre: Literary Criticism
ISBN: 1400821061

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A recent explosion of publishing activity by a wide range of talented writers has placed Asian American literature in the limelight. As the field of Asian American literary studies gains increasing recognition, however, questions of misreading and appropriation inevitably arise. How is the growing body of Asian American works to be read? What holds them together to constitute a tradition? What distinguishes this tradition from the "mainstream" canon and other "minority" literatures? In the first comprehensive book on Asian American literature since Elaine Kim's ground-breaking 1982 volume, Sau-ling Wong addresses these issues and explores their implications for the multiculturalist agenda. Wong does so by establishing the "intertextuality" of Asian American literature through the study of four motifs--food and eating, the Doppelg,nger figure, mobility, and play--in their multiple sociohistorical contexts. Occurring across ethnic subgroup, gender, class, generational, and historical boundaries, these motifs resonate with each other in distinctly Asian American patterns that universalistic theories cannot uncover. Two rhetorical figures from Maxine Hong Kingston's The Woman Warrior, "Necessity" and "Extravagance," further unify this original, wide-ranging investigation. Authors studied include Carlos Bulosan, Frank Chin, Ashley Sheun Dunn, David Henry Hwang, Lonny Kaneko, Maxine Hong Kingston, Joy Kogawa, David Wong Louie, Darrell Lum, Wing Tek Lum, Toshio Mori, Bharati Mukherjee, Fae Myenne Ng, Bienvenido Santos, Monica Sone, Amy Tan, Yoshiko Uchida, Shawn Wong, Hisaye Yamamoto, and Wakako Yamauchi.

Digital Zombies, Undead Stories

Digital Zombies, Undead Stories
Author: Lawrence May
Publisher: Bloomsbury Publishing USA
Total Pages: 254
Release: 2021-01-14
Genre: Social Science
ISBN: 1501363530

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Through analysis of three case study videogames – Left 4 Dead 2, DayZ and Minecraft – and their online player communities, Digital Zombies, Undead Stories develops a framework for understanding how collective gameplay generates experiences of narrative, as well as the narrative dimensions of players' creative activity on social media platforms. Narrative emergence is addressed as a powerful form of player experience in multiplayer games, one which makes individual games' boundaries and meanings fluid and negotiable by players. The phenomenon is also shown to be recursive in nature, shaping individual and collective understandings of videogame texts over time. Digital Zombies, Undead Stories focuses on games featuring zombies as central antagonists. The recurrent figure of the videogame zombie, which mediates between chaos and rule-driven predictability, serves as both metaphor and mascot for narrative emergence. This book argues that in the zombie genre, emergent experiences are at the heart of narrative experiences for players, and more broadly demonstrates the potential for the phenomenon to be understood as a fundamental part of everyday play experiences across genres.

The Third Wave of Japanese Games

The Third Wave of Japanese Games
Author: 中山淳雄
Publisher: PHP研究所
Total Pages: 142
Release: 2015-01-16
Genre: Business & Economics
ISBN:

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The road to stardom of video games comes from the unprecedented growth of mobile game.? Now, the top ranked “freemium” mobile game gains over $1 billion revenue and over 50% profit, which is going to surpass the historical blockbusters of Arcade, Console, and PC titles by far. Where, how, and why does this market gave first cry? As like the legendary birth of PAC-MAN, Super Mario, and Pocket Monster, this mobile game market also begins from Japan truthfully. The author will continuously surprise you to bring his own unique analysis based on his various mobile gaming experience as a business development of DeNA, a consultant of Deloitte Touche Tohmatsu, and a Studio head of Bandai Namco Studios Vancouver. 今やビデオゲーム業界は8兆円市場となり、映画やテレビなど20世紀のコンテンツ業界を代表する二大業界に迫る勢いを見せている。 本書は、データを示しつつこの日本でモバイルゲームが成長した過程に迫るとともに、日米文化の比較分析まで視野に含めた野心的な書である。 【PHP研究所】

Sport and modernism in the visual arts in Europe, c. 1909–39

Sport and modernism in the visual arts in Europe, c. 1909–39
Author: Bernard Vere
Publisher: Manchester University Press
Total Pages: 288
Release: 2018-03-06
Genre: Art
ISBN: 1526126818

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This book highlights sport as one of the key inspirations for an international range of modernist artists. Sport emerged as a corollary of the industrial revolution and developed into a prominent facet of modernity as it spread across Europe at the turn of the twentieth century. It was celebrated by modernists both for its spectacle and for the suggestive ways in which society could be remodelled on dynamic, active and rational lines. Artists included sport themes in a wide variety of media and frequently referenced it in their own writings. Sport was also political, most notably under fascist and Soviet regimes, but also in democratic countries, and the works produced by modernists engage with various ideologies. This book provides new readings of aspects of a number of avant-garde movements, including Italian futurism, cubism, German expressionism, Le Corbusier's architecture, Soviet constructivism, Italian rationalism and the Bauhaus.

First Person

First Person
Author: Noah Wardrip-Fruin
Publisher: MIT Press
Total Pages: 360
Release: 2004
Genre: Computers
ISBN: 9780262232326

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The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.