Author: Duncan Harris
Publisher: National Geographic Books
ISBN: 050002314X
Category : Games & Activities
Languages : en
Pages : 0
Book Description
An in-depth visual guide presenting the detailed creative journeys behind the development of the world’s leading videogames. Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility. Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. Demonstrating the magic and method behind each studio’s work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery “photographed” in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.
Creating Worlds, Constructing Meaning
Author: Jeff Creswell
Publisher: Heinemann Educational Books
ISBN:
Category : Education
Languages : en
Pages : 156
Book Description
The first U.S. book on Storyline, a revolutionary method for teaching content, integrating curriculum, and engaging students.
Publisher: Heinemann Educational Books
ISBN:
Category : Education
Languages : en
Pages : 156
Book Description
The first U.S. book on Storyline, a revolutionary method for teaching content, integrating curriculum, and engaging students.
Making Videogames
Author: Duncan Harris
Publisher: National Geographic Books
ISBN: 050002314X
Category : Games & Activities
Languages : en
Pages : 0
Book Description
An in-depth visual guide presenting the detailed creative journeys behind the development of the world’s leading videogames. Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility. Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. Demonstrating the magic and method behind each studio’s work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery “photographed” in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.
Publisher: National Geographic Books
ISBN: 050002314X
Category : Games & Activities
Languages : en
Pages : 0
Book Description
An in-depth visual guide presenting the detailed creative journeys behind the development of the world’s leading videogames. Making Videogames is an extraordinary snapshot of modern interactive entertainment, with insight from pioneers about the most important games in the industry. Illustrated with some of the most arresting in-game images ever seen in print, this book explores the unique alchemy of a technical and artistic endeavor striking a captivating balance between insider insight and accessibility. Across twelve chapters, each focusing on a specific game from AAA blockbusters such as Control and Half-Life: Alyx to cult breakthrough games including No Man’s Sky and Return of the Obra Dinn, this volume documents the incredible craft of videogame worldbuilding. These chapters present masterful visual storytelling via the world’s most popular, but seldom fully understood, entertainment medium. Demonstrating the magic and method behind each studio’s work, the book includes enlightening text by Alex Wiltshire complementing specially created imagery “photographed” in-engine by screen capture artist Duncan Harris. A book for die-hard videogame fanatics, aspiring designer-creatives, video game developers, and the visually curious alike, Making Videogames will showcase the boundless creativity of this thrilling industry.
Creating Worlds
Author: Jason Warren
Publisher: Making Theatre
ISBN: 9781848424456
Category : Participatory theater
Languages : en
Pages : 0
Book Description
A new text on immersive theater.
Publisher: Making Theatre
ISBN: 9781848424456
Category : Participatory theater
Languages : en
Pages : 0
Book Description
A new text on immersive theater.
They Create Worlds
Author: Alexander Smith
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
Making Worlds
Author: Claudia Breger
Publisher: Columbia University Press
ISBN: 0231550693
Category : Performing Arts
Languages : en
Pages : 474
Book Description
The twenty-first century has witnessed a resurgence of economic inequality, racial exclusion, and political hatred, causing questions of collective identity and belonging to assume new urgency. In Making Worlds, Claudia Breger argues that contemporary European cinema provides ways of thinking about and feeling collectivity that can challenge these political trends. Breger offers nuanced readings of major contemporary films such as Michael Haneke’s The White Ribbon, Alejandro González Iñárritu’s Biutiful, Fatih Akın’s The Edge of Heaven, Asghar Farhadi’s A Separation, and Aki Kaurismäki’s refugee trilogy, as well as works by Jean-Luc Godard and Rainer Werner Fassbinder. Through a new model of cinematic worldmaking, Breger examines the ways in which these works produce unexpected and destabilizing affects that invite viewers to imagine new connections among individuals or groups. These films and their depictions of refugees, immigrants, and communities do not simply counter dominant political imaginaries of hate and fear with calls for empathy or solidarity. Instead, they produce layered sensibilities that offer the potential for greater openness to others’ present, past, and future claims. Drawing on the work of Latour, Deleuze, and Rancière, Breger engages questions of genre and realism along with the legacies of cinematic modernism. Offering a rich account of contemporary film, Making Worlds theorizes the cinematic creation of imaginative spaces in order to find new ways of responding to political hatred.
Publisher: Columbia University Press
ISBN: 0231550693
Category : Performing Arts
Languages : en
Pages : 474
Book Description
The twenty-first century has witnessed a resurgence of economic inequality, racial exclusion, and political hatred, causing questions of collective identity and belonging to assume new urgency. In Making Worlds, Claudia Breger argues that contemporary European cinema provides ways of thinking about and feeling collectivity that can challenge these political trends. Breger offers nuanced readings of major contemporary films such as Michael Haneke’s The White Ribbon, Alejandro González Iñárritu’s Biutiful, Fatih Akın’s The Edge of Heaven, Asghar Farhadi’s A Separation, and Aki Kaurismäki’s refugee trilogy, as well as works by Jean-Luc Godard and Rainer Werner Fassbinder. Through a new model of cinematic worldmaking, Breger examines the ways in which these works produce unexpected and destabilizing affects that invite viewers to imagine new connections among individuals or groups. These films and their depictions of refugees, immigrants, and communities do not simply counter dominant political imaginaries of hate and fear with calls for empathy or solidarity. Instead, they produce layered sensibilities that offer the potential for greater openness to others’ present, past, and future claims. Drawing on the work of Latour, Deleuze, and Rancière, Breger engages questions of genre and realism along with the legacies of cinematic modernism. Offering a rich account of contemporary film, Making Worlds theorizes the cinematic creation of imaginative spaces in order to find new ways of responding to political hatred.
Making Virtual Worlds
Author: Thomas Malaby
Publisher: Cornell University Press
ISBN: 0801457750
Category : Social Science
Languages : en
Pages : 179
Book Description
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Publisher: Cornell University Press
ISBN: 0801457750
Category : Social Science
Languages : en
Pages : 179
Book Description
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Storyscaping
Author: Gaston Legorburu
Publisher: John Wiley & Sons
ISBN: 1118871235
Category : Business & Economics
Languages : en
Pages : 291
Book Description
How to use powerful tools to engage customers with your brand Marketers, technologists, and corporate leaders are looking for ways to more effectively connect consumers with their brand. Storyscapes introduces "storyscaping" as a way to create immersive experiences that solve the challenge of connecting brands and consumers. This book describes a powerful new approach to advertising and marketing for the digital age that involves using stories to design emotional and transactional experiences for customers, both online and offline. Each connection inspires engagement with another, so the brand becomes part of the customer's story. Authors Gaston Legorburu and Darren McColl explain how marketers can identify and define the core target audience segment, define your brand's purpose, understand the emotional desires of your consumers, and more. Shows how to map how the consumer engages with the category and product/service Explains how to develop an organizing idea and creative plan for an immersive storyscape experience Defines the role of marketing channels around the organizing idea Establishes how technology can be applied to the experience Learn how to measure, optimize, and evolve the customer experience through the use of strong narratives that compel consumers to buy into your brand. www.storyscaping.com
Publisher: John Wiley & Sons
ISBN: 1118871235
Category : Business & Economics
Languages : en
Pages : 291
Book Description
How to use powerful tools to engage customers with your brand Marketers, technologists, and corporate leaders are looking for ways to more effectively connect consumers with their brand. Storyscapes introduces "storyscaping" as a way to create immersive experiences that solve the challenge of connecting brands and consumers. This book describes a powerful new approach to advertising and marketing for the digital age that involves using stories to design emotional and transactional experiences for customers, both online and offline. Each connection inspires engagement with another, so the brand becomes part of the customer's story. Authors Gaston Legorburu and Darren McColl explain how marketers can identify and define the core target audience segment, define your brand's purpose, understand the emotional desires of your consumers, and more. Shows how to map how the consumer engages with the category and product/service Explains how to develop an organizing idea and creative plan for an immersive storyscape experience Defines the role of marketing channels around the organizing idea Establishes how technology can be applied to the experience Learn how to measure, optimize, and evolve the customer experience through the use of strong narratives that compel consumers to buy into your brand. www.storyscaping.com
Making Worlds
Author: Susan Hardy Aiken
Publisher: University of Arizona Press
ISBN: 9780816517800
Category : Social Science
Languages : en
Pages : 340
Book Description
Making Worlds brings together thirty-one distinguished feminist activists, artists, and scholars to address a series of questions that resonate with increasing urgency in our current global environment: How is space imagined, represented, arranged, and distributed? What are the lived consequences of these configurations? And how are these questions affected by gender and other socially constructed categories of "difference"—race, ethnicity, sexuality, class, nationality? How are the symbolic formations of place and space marked by cultural ideologies that carry across into the places and spaces we inhabit, the boundaries and institutions we maintain? In recent years these questions have occasioned intensifying debates, but they have seldom extended beyond the boundaries of individual academic disciplines or crossed the divide that has traditionally separated the academy from the "outside" world. Making Worlds both questions and traverses those divisions by combining personal essays, activist political rhetoric, oral history, poetry, iconography, and performance art with interdisciplinary academic discourses. Representing a wide range of perspectives, Making Worlds develops a provocative conversation about gender and spatiality in the interwoven symbolic and material environments we create. The contributors engage such issues as the body as site of symbolic action, fabrication, and desire; the place and play of sexualities; the cultural implications of everyday life—home, travel, work, childbirth, food, disease, and death; technology and mass media; surveillance, confinement, and the law; the dynamics of race and ethnicity; imperialism, oppression, and resistance; the politics of urban spaces; landscape and cultural memory; the experience of time; and the nature of "Nature." For students and scholars in cultural studies, geography, literary criticism, anthropology, history, and women's studies, it offers new ways of thinking about space, place, and the spatial contexts of social thought and action.
Publisher: University of Arizona Press
ISBN: 9780816517800
Category : Social Science
Languages : en
Pages : 340
Book Description
Making Worlds brings together thirty-one distinguished feminist activists, artists, and scholars to address a series of questions that resonate with increasing urgency in our current global environment: How is space imagined, represented, arranged, and distributed? What are the lived consequences of these configurations? And how are these questions affected by gender and other socially constructed categories of "difference"—race, ethnicity, sexuality, class, nationality? How are the symbolic formations of place and space marked by cultural ideologies that carry across into the places and spaces we inhabit, the boundaries and institutions we maintain? In recent years these questions have occasioned intensifying debates, but they have seldom extended beyond the boundaries of individual academic disciplines or crossed the divide that has traditionally separated the academy from the "outside" world. Making Worlds both questions and traverses those divisions by combining personal essays, activist political rhetoric, oral history, poetry, iconography, and performance art with interdisciplinary academic discourses. Representing a wide range of perspectives, Making Worlds develops a provocative conversation about gender and spatiality in the interwoven symbolic and material environments we create. The contributors engage such issues as the body as site of symbolic action, fabrication, and desire; the place and play of sexualities; the cultural implications of everyday life—home, travel, work, childbirth, food, disease, and death; technology and mass media; surveillance, confinement, and the law; the dynamics of race and ethnicity; imperialism, oppression, and resistance; the politics of urban spaces; landscape and cultural memory; the experience of time; and the nature of "Nature." For students and scholars in cultural studies, geography, literary criticism, anthropology, history, and women's studies, it offers new ways of thinking about space, place, and the spatial contexts of social thought and action.
The Mark of the Dragonfly
Author: Jaleigh Johnson
Publisher: Yearling
ISBN: 0385376472
Category : Juvenile Fiction
Languages : en
Pages : 402
Book Description
For fans of Wrinkle in Time and The School of Good and Evil, the New York Times bestseller The Mark of the Dragonfly is a fast-paced adventure story about a mysterious girl and a fearless boy, set in a magical world that is both exciting and dangerous. Piper has never seen the Mark of the Dragonfly until she finds the girl amid the wreckage of a caravan in the Meteor Fields. The girl doesn’t remember a thing about her life, but the intricate tattoo on her arm is proof that she’s from the Dragonfly Territories and that she’s protected by the king. Which means a reward for Piper if she can get the girl home. The one sure way to the Territories is the 401, a great old beauty of a train. But a ticket costs more coin than Piper could make in a year. And stowing away is a difficult prospect—everyone knows that getting past the peculiar green-eyed boy who stands guard is nearly impossible. Life for Piper just turned dangerous. A little bit magical. And very exciting, if she can manage to survive the journey. Praise for The Mark of the Dragonfly: ★ “This magnetic middle-grade debut…[is] a page-turner that defies easy categorization and ought to have broad appeal.”—Publishers Weekly, Starred ★ “Heart, brains, and courage find a home in a steampunk fantasy worthy of a nod from Baum.”-- Kirkus Reviews, Starred ★ “A fantastic and original tale of adventure and magic...Piper is a heroine to fall in love with: smart, brave, kind, and mechanically inclined to boot.”—School Library Journal, Starred “A complex and impeccably developed plot—there is plenty to recommend in this novel.”—The Bulletin “Appealing characters and lots of action make it a good choice for young adventure readers.”—Booklist
Publisher: Yearling
ISBN: 0385376472
Category : Juvenile Fiction
Languages : en
Pages : 402
Book Description
For fans of Wrinkle in Time and The School of Good and Evil, the New York Times bestseller The Mark of the Dragonfly is a fast-paced adventure story about a mysterious girl and a fearless boy, set in a magical world that is both exciting and dangerous. Piper has never seen the Mark of the Dragonfly until she finds the girl amid the wreckage of a caravan in the Meteor Fields. The girl doesn’t remember a thing about her life, but the intricate tattoo on her arm is proof that she’s from the Dragonfly Territories and that she’s protected by the king. Which means a reward for Piper if she can get the girl home. The one sure way to the Territories is the 401, a great old beauty of a train. But a ticket costs more coin than Piper could make in a year. And stowing away is a difficult prospect—everyone knows that getting past the peculiar green-eyed boy who stands guard is nearly impossible. Life for Piper just turned dangerous. A little bit magical. And very exciting, if she can manage to survive the journey. Praise for The Mark of the Dragonfly: ★ “This magnetic middle-grade debut…[is] a page-turner that defies easy categorization and ought to have broad appeal.”—Publishers Weekly, Starred ★ “Heart, brains, and courage find a home in a steampunk fantasy worthy of a nod from Baum.”-- Kirkus Reviews, Starred ★ “A fantastic and original tale of adventure and magic...Piper is a heroine to fall in love with: smart, brave, kind, and mechanically inclined to boot.”—School Library Journal, Starred “A complex and impeccably developed plot—there is plenty to recommend in this novel.”—The Bulletin “Appealing characters and lots of action make it a good choice for young adventure readers.”—Booklist
Creating Worlds Otherwise
Author: Paula Serafini
Publisher: Vanderbilt University Press
ISBN: 0826504574
Category : Political Science
Languages : en
Pages : 337
Book Description
Honorable Mention, Best Book in Latin American Visual Culture Studies, Latin American Studies Association–Visual Culture Studies Section, 2023 Extractivism has increasingly become the ground on which activists and scholars in Latin America frame the dynamics of ecological devastation, accumulation of wealth, and erosion of rights. These maladies are the direct consequences of long-standing extraction-oriented economies, and more recently from the expansion of the extractive frontier and the implementation of new technologies in the extraction of fossil fuels, mining, and agriculture. But the fields of sociology, political ecology, anthropology, and geography have largely ignored the role of art and cultural practices in studies of extractivism and post-extractivism. The field of art theory, on the other hand, has offered a number of texts that put forward insightful analyses of artwork addressing extraction, environmental devastation, and the climate crisis. However, an art theory perspective that does not engage firsthand and in depth with collective action remains limited and fails to provide an account of the role, processes, and politics of art in anti- and post-extractivist movements. Creating Worlds Otherwise examines the narratives that subaltern groups generate around extractivism, and how they develop, communicate, and mobilize these narratives through art and cultural practices. It reports on a six-year project on creative resistance to extractivism in Argentina and builds on long-term engagement working on environmental justice projects and campaigns in Argentina and the UK. It is an innovative contribution to the fields of Latin American studies, political ecology, cultural studies, and art theory, and addresses pressing questions regarding what post-extractivist worlds might look like as well as how such visions are put into practice.
Publisher: Vanderbilt University Press
ISBN: 0826504574
Category : Political Science
Languages : en
Pages : 337
Book Description
Honorable Mention, Best Book in Latin American Visual Culture Studies, Latin American Studies Association–Visual Culture Studies Section, 2023 Extractivism has increasingly become the ground on which activists and scholars in Latin America frame the dynamics of ecological devastation, accumulation of wealth, and erosion of rights. These maladies are the direct consequences of long-standing extraction-oriented economies, and more recently from the expansion of the extractive frontier and the implementation of new technologies in the extraction of fossil fuels, mining, and agriculture. But the fields of sociology, political ecology, anthropology, and geography have largely ignored the role of art and cultural practices in studies of extractivism and post-extractivism. The field of art theory, on the other hand, has offered a number of texts that put forward insightful analyses of artwork addressing extraction, environmental devastation, and the climate crisis. However, an art theory perspective that does not engage firsthand and in depth with collective action remains limited and fails to provide an account of the role, processes, and politics of art in anti- and post-extractivist movements. Creating Worlds Otherwise examines the narratives that subaltern groups generate around extractivism, and how they develop, communicate, and mobilize these narratives through art and cultural practices. It reports on a six-year project on creative resistance to extractivism in Argentina and builds on long-term engagement working on environmental justice projects and campaigns in Argentina and the UK. It is an innovative contribution to the fields of Latin American studies, political ecology, cultural studies, and art theory, and addresses pressing questions regarding what post-extractivist worlds might look like as well as how such visions are put into practice.