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Phantasmal Spaces


Phantasmal Spaces
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Phantasmal Spaces


Phantasmal Spaces
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Author : Mathias Fuchs
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2019-06-13

Phantasmal Spaces written by Mathias Fuchs and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-06-13 with Social Science categories.


Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.



Phantasmal Media


Phantasmal Media
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Author : D. Fox Harrell
language : en
Publisher: MIT Press
Release Date : 2013-11-08

Phantasmal Media written by D. Fox Harrell and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-11-08 with Computers categories.


An argument that great expressive power of computational media arises from the construction of phantasms—blends of cultural ideas and sensory imagination. In Phantasmal Media, D. Fox Harrell considers the expressive power of computational media. He argues, forcefully and persuasively, that the great expressive potential of computational media comes from the ability to construct and reveal phantasms—blends of cultural ideas and sensory imagination. These ubiquitous and often-unseen phantasms—cognitive phenomena that include sense of self, metaphors, social categories, narrative, and poetic thinking—influence almost all our everyday experiences. Harrell offers an approach for understanding and designing computational systems that have the power to evoke these phantasms, paying special attention to the exposure of oppressive phantasms and the creation of empowering ones. He argues for the importance of cultural content, diverse worldviews, and social values in computing. The expressive power of phantasms is not purely aesthetic, he contends; phantasmal media can express and construct the types of meaning central to the human condition. Harrell discusses, among other topics, the phantasm as an orienting perspective for developers; expressive epistemologies, or data structures based on subjective human worldviews; morphic semiotics (building on the computer scientist Joseph Goguen's theory of algebraic semiotics); cultural phantasms that influence consensus and reveal other perspectives; computing systems based on cultural models; interaction and expression; and the ways that real-world information is mapped onto, and instantiated by, computational data structures. The concept of phantasmal media, Harrell argues, offers new possibilities for using the computer to understand and improve the human condition through the human capacity to imagine.



Understanding Imagination


Understanding Imagination
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Author : Dennis L Sepper
language : en
Publisher: Springer Science & Business Media
Release Date : 2013-05-13

Understanding Imagination written by Dennis L Sepper and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-05-13 with Science categories.


This book discusses that imagination is as important to thinking and reasoning as it is to making and acting. By reexamining our philosophical and psychological heritage, it traces a framework, a conceptual topology, that underlies the most disparate theories: a framework that presents imagination as founded in the placement of appearances. It shows how this framework was progressively developed by thinkers like Plato, Aristotle, Descartes, and Kant, and how it is reflected in more recent developments in theorists as different as Peirce, Saussure, Wittgenstein, Benjamin, and Bachelard. The conceptual topology of imagination incorporates logic, mathematics, and science as well as production, play, and art. Recognizing this topology can move us past the confusions to a unifying view of imagination for the future. ​



Expressive Space


Expressive Space
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Author : Gregory Whistance-Smith
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2022-01-19

Expressive Space written by Gregory Whistance-Smith and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-19 with History categories.


Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.



Mental Health Atmospheres Video Games


Mental Health Atmospheres Video Games
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Author : Jimena Aguilar
language : en
Publisher: transcript Verlag
Release Date : 2022-10-11

Mental Health Atmospheres Video Games written by Jimena Aguilar and has been published by transcript Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-11 with Social Science categories.


Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions.



Wandering Games


Wandering Games
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Author : Melissa Kagen
language : en
Publisher: MIT Press
Release Date : 2022-10-11

Wandering Games written by Melissa Kagen and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-11 with Games & Activities categories.


A thought-provoking analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death—with examples from The Last of Us Part II and others. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.



Phantasmal Spaces


Phantasmal Spaces
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Author : Mathias Fuchs
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2019-06-13

Phantasmal Spaces written by Mathias Fuchs and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-06-13 with Social Science categories.


Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.



Ludotopia


Ludotopia
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Author : Espen Aarseth
language : en
Publisher: transcript Verlag
Release Date : 2019-08-28

Ludotopia written by Espen Aarseth and has been published by transcript Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-08-28 with Social Science categories.


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.



Critical Zone 1


Critical Zone 1
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Author : Q.S. Tong
language : en
Publisher: Hong Kong University Press
Release Date : 2005-03-01

Critical Zone 1 written by Q.S. Tong and has been published by Hong Kong University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005-03-01 with Social Science categories.


Amid the globalizing forces, whether economic, political, or cultural, there remain conspicuous differences and divergences that divide and antagonize scholarly communities. How should we understand and respond to those discursive gaps among different traditions and systems of knowledge production? Critical Zone is a book series that is envisaged as a forum where communities of critical scholarship can come together to share ideas and participate in the debates that preoccupy the humanities today. The series aims to improve understanding across cultures, traditions, discourses, and disciplines and to produce international critical knowledge. Critical Zone is an expression and an embodiment of timely collaboration among scholars in Hong Kong, mainland China, the United States and Europe and is conceived as an intellectual bridge between China and the rest of the world. Each volume in the series has two sections. The first section contains original articles on a set of related topics by scholars from around the world; the second section includes review essays highlighting one or two issues in regional critical scholarship and translations that reflect intellectual trends and concerns in the region, in particular in China.



Cultural Theory After The Contemporary


Cultural Theory After The Contemporary
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Author : S. Tumino
language : en
Publisher: Springer
Release Date : 2011-01-31

Cultural Theory After The Contemporary written by S. Tumino and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-01-31 with Social Science categories.


Contemporary cultural studies have marginalized "agency," namely the power of people to shape social life. Here, Stephen Tumino offers a new materialist challenge to these tendencies and articulates an internationalist cultural theory that puts global agency in the forefront of cultural analysis.