The Lure of Pokémon

The Lure of Pokémon PDF Author: 中沢新一
Publisher:
ISBN: 9784866580654
Category : Pokémon (Game)
Languages : en
Pages : 129

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Book Description
From its humble beginnings as a video game launched in the mid-90s, Pokémon has become a global entertainment franchise, even reaching into the world via augmented reality with the mobile game Pokémon GO. In this book, the author argues that the Pokémon worldview is the best contemporary example of Claude Lévi-Strauss's "savage mind," suggesting that computer games can be viewed as attempts to reconnect the human unconscious with the true, hidden essence of nature. Video games are often thought to draw children out of nature and into isolated, closed spaces. However, the author asserts, the Pokémon series of games, far from standing in opposition to nature, actually seeks to represent the true, hidden essence of the natural world. As the natural environment is transformed around them, the author suggests, children that would once have directly observed and explored nature encounter it through technology instead. Video games and other digital narratives can often be viewed as attempts to reconnect the human unconscious with nature, undoing the separation effected by the scientific, rational thought of Western modernity. The author supports his argument through close analysis of the history and even prehistory of video games in Japanese culture. Drawing on mythology, Freudian and Lacanian psychoanalysis, and other resources, he explores cultural touchstones like Space Invaders, Ultraman, and the RPG as a genre, showing how their rich, direct expression appeals directly to the urges and impulses within children themselves, helping them come to terms with their place in the world.--adapted from publisher's description.

The Lure of Pokémon

The Lure of Pokémon PDF Author: 中沢新一
Publisher:
ISBN: 9784866580654
Category : Pokémon (Game)
Languages : en
Pages : 129

Get Book Here

Book Description
From its humble beginnings as a video game launched in the mid-90s, Pokémon has become a global entertainment franchise, even reaching into the world via augmented reality with the mobile game Pokémon GO. In this book, the author argues that the Pokémon worldview is the best contemporary example of Claude Lévi-Strauss's "savage mind," suggesting that computer games can be viewed as attempts to reconnect the human unconscious with the true, hidden essence of nature. Video games are often thought to draw children out of nature and into isolated, closed spaces. However, the author asserts, the Pokémon series of games, far from standing in opposition to nature, actually seeks to represent the true, hidden essence of the natural world. As the natural environment is transformed around them, the author suggests, children that would once have directly observed and explored nature encounter it through technology instead. Video games and other digital narratives can often be viewed as attempts to reconnect the human unconscious with nature, undoing the separation effected by the scientific, rational thought of Western modernity. The author supports his argument through close analysis of the history and even prehistory of video games in Japanese culture. Drawing on mythology, Freudian and Lacanian psychoanalysis, and other resources, he explores cultural touchstones like Space Invaders, Ultraman, and the RPG as a genre, showing how their rich, direct expression appeals directly to the urges and impulses within children themselves, helping them come to terms with their place in the world.--adapted from publisher's description.

101 Secrets from a Pokémon Master

101 Secrets from a Pokémon Master PDF Author: Justin Ryan
Publisher: Simon and Schuster
ISBN: 1510722130
Category : Juvenile Nonfiction
Languages : en
Pages : 230

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Book Description
Simply put, this book has 101 tips from a professional Pokémon player, in an easy-to-read format. These are much more advanced than the typical hack books and are current with all the new updates to the game. 101 Secrets from a Pokémon Master includes tips and techniques on battling, catching, evolving and leveling up—things you can’t get anywhere online!

Augmented Reality

Augmented Reality PDF Author: Mark Pesce
Publisher: John Wiley & Sons
ISBN: 1509540954
Category : Social Science
Languages : en
Pages : 98

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Book Description
Slated as ‘the next big thing in tech’, augmented reality promises to take the screen out of our hands and wrap it around the world via ‘smart spectacles’. As a pervasive, invisible interface between the world and our senses, AR offers unparalleled capacity to reveal hidden digital depths, but it also comes at a cost to our privacy, our property, and our reality. In this crucial and provocative book, Mark Pesce draws on over thirty years’ experience to offer the first mainstream exploration of augmented reality. He discusses the exciting and beneficial features of AR as well as the issues and risks raised by this still-emerging technology – a technology that moulds us by shaping what we see and hear. Augmented Reality is essential reading for anyone interested in the growing influence of this impressive but deeply concerning technology. As the book reveals, reality - once augmented - will never be the same.

Japanese Role-Playing Games

Japanese Role-Playing Games PDF Author: Rachael Hutchinson
Publisher: Rowman & Littlefield
ISBN: 1793643555
Category : Social Science
Languages : en
Pages : 337

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Book Description
Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.

The Lure of the Basilisk

The Lure of the Basilisk PDF Author: Lawrence Watt-Evans
Publisher: Wildside Press LLC
ISBN: 1434439798
Category : Fiction
Languages : en
Pages : 268

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Book Description
The overman named Garth sought immortal fame. The oracle told him to serve the Forgotten King to get that fame. But this King sent Garth after a basilisk whose gaze could turn men to stone. What sane use could anyone have for a monster like that?

Pokemon GO!

Pokemon GO! PDF Author: Cara Copperman
Publisher: St. Martin's Griffin
ISBN: 1250135575
Category : Games & Activities
Languages : en
Pages : 177

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Book Description
The essential guide book to the biggest mobile game in history, Pokémon Go! Pokémon GO! The Ultimate Unauthorized Guide is a must-read companion to the hit mobile game that has taken the world by storm. This essential guide will teach gamers all they need to know to become the ultimate Pokémon Master. Filled with tips, cheats, strategies, insights and even guides to Pokémon Go sites in a variety of cities, Pokémon GO! The Ultimate Unauthorized Guide is indispensable for anyone looking to fill their Pokédex. This guide includes: • Everything you need to know about Lures, PokéBalls, Eggs • How to catch the really hard Pokémon...Level 20 and above! • Level Up! XP, Medals, Achievements + more • How to find the best Gyms and Pokéstops in your hometown

Circulation, Writing, and Rhetoric

Circulation, Writing, and Rhetoric PDF Author: Laurie Gries
Publisher: University Press of Colorado
ISBN: 1607326744
Category : Language Arts & Disciplines
Languages : en
Pages : 347

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Book Description
While it has long been understood that the circulation of discourse, bodies, artifacts, and ideas plays an important constitutive force in our cultures and communities, circulation, as a concept and a phenomenon, has been underexamined in studies of rhetoric and writing. In an effort to give circulation its rhetorical due, Circulation, Writing, and Rhetoric introduces a wide range of studies that foreground circulation in both theory and practice. Contributors to the volume specifically explore the connections between circulation and public rhetorics, urban studies, feminist rhetorics, digital communication, new materialism, and digital research. Circulation is a cultural-rhetorical process that impacts various ecologies, communities, and subjectivities in an ever-increasing globally networked environment. As made evident in this collection, circulation occurs in all forms of discursive production, from academic arguments to neoliberal policies to graffiti to tweets and bitcoins. Even in the case of tombstones, borrowed text achieves only partial stability before it is recirculated and transformed again. This communicative process is even more evident in the digital realm, the underlying infrastructures of which we have yet to fully understand. As public spaces become more and more saturated with circulating texts and images and as networked relations come to the center of rhetorical focus, Circulation, Writing, and Rhetoric will be a vital interdisciplinary resource for approaching the contemporary dynamics of rhetoric and writing. Contributors: Aaron Beveridge, Casey Boyle, Jim Brown, Naomi Clark, Dànielle Nicole DeVoss, Rebecca Dingo, Sidney I. Dobrin, Jay Dolmage, Dustin Edwards, Jessica Enoch, Tarez Samra Graban, Byron Hawk, Gerald Jackson, Gesa E. Kirsch, Heather Lang, Sean Morey, Jenny Rice, Thomas Rickert, Jim Ridolfo, Nathaniel A. Rivers, Jacqueline Jones Royster, Donnie Johnson Sackey, Michele Simmons, Dale M. Smith, Patricia Sullivan, John Tinnell, Kathleen Blake Yancey

Gamish

Gamish PDF Author: Edward Ross
Publisher: Penguin UK
ISBN: 1846149495
Category : Comics & Graphic Novels
Languages : en
Pages : 210

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Book Description
*Shortlisted for the British Book Design and Production Award for Graphic Novels* 'A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction' The Scotsman A thrilling illustrated journey through the history of video games and what they really mean to us Pac-Man. Mario. Minecraft. Doom. Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in? This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.

Das Netz - English Edition

Das Netz - English Edition PDF Author: Philipp Otto
Publisher: iRights Media
ISBN: 3944362306
Category : Political Science
Languages : en
Pages : 240

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Book Description
Digitalization is changing our world – and we are in the middle of it. The digital magazine "Das Netz" (German for "the net") gathers writers, activists, scientists, politicians and entrepreneurs to think about the developments of our digital life. More than 50 contributions reflect on the digital transformation of society. Topics include the internet of things, artificial intelligence, ethics of algorithms and responsibility as well as social media and election campaigns plus digitalization in China and the USA. A must-read for everyone interested in digitalization!

Video Games and the Law

Video Games and the Law PDF Author: Elizabeth Townsend Gard
Publisher: Taylor & Francis
ISBN: 1351805983
Category : Games & Activities
Languages : en
Pages : 99

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Book Description
The video game industry is big business, not only in terms of the substantial revenue generated through retail sales of games themselves, but also in terms of the size and value of parallel and secondary markets. Consider any popular video game today, and you most likely are looking at a franchise that includes not only the game itself and all of its variants but also toys, books, movies, and more, with legions of fans that interact with the industry in myriad ways. Surveying the legal landscape of this emergent industry, Ron Gard and Elizabeth Townsend-Gard shed light on the many important topics where law is playing an important role. In examining these issues, Video Games and the Law is both a legal and a cultural look at the development of the video game industry and the role that law has played so far in this industry’s ability to thrive and grow.