Ludotopia

Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the ...

Ludotopia

Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.

Ludotopia

Ludo - 'To play' Utopia - 'An ideally perfect place, especially in its social, political, and moral aspects.

 Ludotopia


Encyclopedia of Video Games The Culture Technology and Art of Gaming 2nd Edition 3 volumes

In Ludotopia: Spaces, Places and Territories in Computer Games, edited by Espen Aarseth and Stephan Günzel. Bielefield, Germany: Transcript, 2019. Procedural Rhetoric Procedural rhetoric is a term coined by Ian Bogost to define a method ...

Encyclopedia of Video Games  The Culture  Technology  and Art of Gaming  2nd Edition  3 volumes

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

Intermedia Games Games Inter Media

Paper presented at the Ludotopia II workshop, University of Salford, Greater Manchester, UK, February 24, 2011. Sheely, Kent. “DoD.” 2009–2012. Accessed March 17, 2016 http://www.kentsheely.com/ dod. Sheely, Kent. “Grand Theft Photo.

Intermedia Games   Games Inter Media

This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.

Video Games and Storytelling

I am also extremely grateful to Professor Stephan Guenzel, Professor Mathias Fuchs and other members of the 'Ludotopia' workshops for the many discussions that we have had on various things related to game studies.

Video Games and Storytelling

The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.

Pornotopia

Ludotopia, 65. Joplin, Janis, 218. kafka, franz, 125, 243 n.35. Kaufmann, Emil, 19. Kelley, Tom, 24, 25. Ken doll, 65. Kennedy, John F., 157. Kerouac, Jack, 26, 157, 217. Kim, Jeannie, 225. King, Martin Luther, Jr., 217.

Pornotopia

Published for the first time in 1953, Playboy was not only the first pornographic popular magazine in America; it also came to embody an entirely new lifestyle through the construction of a series of utopian multimedia spaces — from the Playboy Mansion and fictional Playboy’s Penthouse of 1959 to the Playboy Clubs and hotels appearing around the world in the 1960s. Simultaneously, the invention of the contraceptive pill provided access to a biochemical technique that separated (hetero) sexuality and reproduction. Addressing these concurrent cultural shifts, Paul Preciado investigates the strategic relationships between space, gender, and sexuality in popular sites related to the production and consumption of pornography that have tended to reside at the margins of traditional histories of architecture: bachelor pads, multimedia rotating beds, and design objects, among others. Combining historical perspectives with contemporary critical theory, gender and queer theory, porn studies, the history of technology, and a range of primary transdisciplinary sources — treatises on sexuality, medical and pharmaceutical handbooks, architecture journals, erotic magazines, building manuals, and novels — Pornotopia explores the use of architecture as a biopolitical technique for governing sexual relations and the production of gender in the postwar United States.

DIGAREC Lectures 2008 09

Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009.

DIGAREC Lectures 2008 09

Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beiträgen von Oliver Castendyk (Erich Pommer Institut), Stephan Günzel mit Michael Liebe und Dieter Mersch (Universität Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid Möller mit Barbara Krahé (Universität Potsdam), Klaus Spieler (Institut für digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan Böhme (HBK Braunschweig), Robert Glashüttner (Wien), Sven Jöckel (Universität Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universität Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Zürich).

Doing history

Erforscht sind sie noch kaum. Dieser Sammelband nimmt sich dieses Desiderates an. Er ist fach- und epochenübergreifend angelegt und verfolgt einen Praxisfokus.

Doing history

Ob auf archäologischen Themenwanderungen, Mittelalter-Spektakeln, auf Festumzügen und im Karneval, in diversen TV-Formaten und in rekonstruierten Settings, die historische Bedingungen herstellen und erfahrbar machen sollen – überall hier werden emotionale Verbindungen zwischen Vergangenheit und Gegenwart geschaffen und letztlich ‚Geschichte gemacht‘. Gemeinsam ist diesen körperlichen Praktiken, dass es sich um Vergegenwärtigungen handelt, die nicht in der Vermittlung von Geschichte aufgehen und auch als ‚Living History‘ nur noch bedingt zu fassen sind. 0Diese körperlichen Geschichtspraktiken haben zwar eine lange Tradition, aber seit den 1980er Jahren nahm ihre Bedeutung stark zu. Erforscht sind sie noch kaum. Dieser Sammelband nimmt sich dieses Desiderates an. Er ist fach- und epochenübergreifend angelegt und verfolgt einen Praxisfokus. Das Konzept des ‚doing history‘ bildet dabei den begrifflichen Rahmen für die Beiträge. Im Sinne von Performanzforschungen steht die Herstellung von Bedeutung im Vollzug von Handlungen im Vordergrund, bei der alle Anwesenden, aber auch Dinge und Atmosphären, mitwirken.