You may have to register before you can download all our books and magazines, click the sign up button below to create a free account.
Illustrated with contemporary case studies, Curating Design provides a history of and introduction to design curatorial practice both within and outside the museum. Donna Loveday begins by tracing the history of the collecting and display of designed objects in museums and exhibitions from the 19th century 'cabinet of curiosities' to the present day design museum. She then explores the changing role of the curator since the 1980s, with curators becoming much more than just 'keepers' of a collection, with a remit to create narrative and experiential exhibitions as well as develop the museum's role as a space of learning for its visitors. Curating as a practice now describes the production of ...
Kirkus' Best Fiction of 2017 From New York Times bestselling author Cory Doctorow, an epic tale of revolution, love, post-scarcity, and the end of death. "Walkaway is now the best contemporary example I know of, its utopia glimpsed after fascinatingly-extrapolated revolutionary struggle." —William Gibson Hubert Vernon Rudolph Clayton Irving Wilson Alva Anton Jeff Harley Timothy Curtis Cleveland Cecil Ollie Edmund Eli Wiley Marvin Ellis Espinoza—known to his friends as Hubert, Etc—was too old to be at that Communist party. But after watching the breakdown of modern society, he really has no where left to be—except amongst the dregs of disaffected youth who party all night and heap sco...
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player�...
This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies,...
This book engages non-digital role-playing games—such as table-top RPGs and live-action role-plays—in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices.
Despite the growing importance of economics in our lives, literary scholars have long been reluctant to consider economic issues as they examine key texts. This volume seeks to fill one of these conspicuous gaps in the critical literature by focusing on various connections between science fiction and economics, with some attention to related fields such as politics and government. Its seventeen contributors include five award-winning scholars, five science fiction writers, and a widely published economist. Three topics are covered: what noted science fiction writers like Robert A. Heinlein, Frank Herbert, and Kim Stanley Robinson have had to say about our economic and political future; how t...
Urban spaces became battlefields, signifiers have been invaded, new structures have been established: Netculture replaced counterculture in most parts and also focused on the everchanging environments of the modern city. Important questions have been brought up to date and reasked, taking current positions and discourses into account. The major question still remains, namely how to create culturally based resistance under the influence of capitalistic pressure and conservative politics. This collection of essays and contributions attempts to address this question and its implications for different scientific and artistic fields.
How data surveillance, digital forensics, and generative AI pose new long-term threats and opportunities—and how we can use them to make better decisions in the face of technological uncertainty. In The Secret Life of Data, Aram Sinnreich and Jesse Gilbert explore the many unpredictable, and often surprising, ways in which data surveillance, AI, and the constant presence of algorithms impact our culture and society in the age of global networks. The authors build on this basic premise: no matter what form data takes, and what purpose we think it’s being used for, data will always have a secret life. How this data will be used, by other people in other times and places, has profound impli...
Analog Game Studies is a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more. Analog Game Studies was founded to reserve a space for scholarship on analog games in the wider field of game studies.
Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.