Author: Adam Crowley
Publisher: Springer
ISBN: 3319532464
Category : Social Science
Languages : en
Pages : 115
Book Description
This book considers representations of wealth and the wealthy in videogames. The introduction explores the estrangement of wealth from everyday life in the contemporary west, and argues that videogames have contributed to modern life by dramatizing the economic anxieties of our age — in particular, those anxieties that relate to the Global Great Recession. A review of historical titles reveals that such and related efforts draw in significant ways from the literary tradition of sentimental romance, where wealth and the wealthy have long been associated with notions of the underworld or hell. The relevance of this tradition to contemporary titles is explored through a careful analysis of romantic themes and concerns with significance to acts of exchange. The Wealth of Virtual Nations will appeal to students with an interest in narrative theory, game design, literature, economics, and the humanities. It will also be of interest to the videogame industry.
The Wealth of Virtual Nations
Author: Adam Crowley
Publisher: Springer
ISBN: 3319532464
Category : Social Science
Languages : en
Pages : 115
Book Description
This book considers representations of wealth and the wealthy in videogames. The introduction explores the estrangement of wealth from everyday life in the contemporary west, and argues that videogames have contributed to modern life by dramatizing the economic anxieties of our age — in particular, those anxieties that relate to the Global Great Recession. A review of historical titles reveals that such and related efforts draw in significant ways from the literary tradition of sentimental romance, where wealth and the wealthy have long been associated with notions of the underworld or hell. The relevance of this tradition to contemporary titles is explored through a careful analysis of romantic themes and concerns with significance to acts of exchange. The Wealth of Virtual Nations will appeal to students with an interest in narrative theory, game design, literature, economics, and the humanities. It will also be of interest to the videogame industry.
Publisher: Springer
ISBN: 3319532464
Category : Social Science
Languages : en
Pages : 115
Book Description
This book considers representations of wealth and the wealthy in videogames. The introduction explores the estrangement of wealth from everyday life in the contemporary west, and argues that videogames have contributed to modern life by dramatizing the economic anxieties of our age — in particular, those anxieties that relate to the Global Great Recession. A review of historical titles reveals that such and related efforts draw in significant ways from the literary tradition of sentimental romance, where wealth and the wealthy have long been associated with notions of the underworld or hell. The relevance of this tradition to contemporary titles is explored through a careful analysis of romantic themes and concerns with significance to acts of exchange. The Wealth of Virtual Nations will appeal to students with an interest in narrative theory, game design, literature, economics, and the humanities. It will also be of interest to the videogame industry.
Rise Trading State
Author: Richard Rosecrance
Publisher: Basic Books
ISBN: 9780465070367
Category : Business & Economics
Languages : en
Pages : 292
Book Description
What will power look like in the century to come? Imperial Great Britain may have been the model for the nineteenth century, Richard Rosecrance writes, but Hong Kong will be the model for the twenty-first. We are entering the Age of the Virtual State -- when land and its products are no longer the primary source of power, when managing flows is more important than maintaining stockpiles, when service industries are the greatest source of wealth and expertise and creativity are the greatest natural resources.Rosecrance's brilliant new book combines international relations theory with economics and the business model of the virtual corporation to describe how virtual states arise and operate, and how traditional powers will relate to them. In specific detail, he shows why Japan's kereitsu system, which brought it industrial dominance, is doomed; why Hong Kong and Taiwan will influence China more than vice-versa; and why the European Union will command the most international prestige even though the U.S. may produce more wealth.
Publisher: Basic Books
ISBN: 9780465070367
Category : Business & Economics
Languages : en
Pages : 292
Book Description
What will power look like in the century to come? Imperial Great Britain may have been the model for the nineteenth century, Richard Rosecrance writes, but Hong Kong will be the model for the twenty-first. We are entering the Age of the Virtual State -- when land and its products are no longer the primary source of power, when managing flows is more important than maintaining stockpiles, when service industries are the greatest source of wealth and expertise and creativity are the greatest natural resources.Rosecrance's brilliant new book combines international relations theory with economics and the business model of the virtual corporation to describe how virtual states arise and operate, and how traditional powers will relate to them. In specific detail, he shows why Japan's kereitsu system, which brought it industrial dominance, is doomed; why Hong Kong and Taiwan will influence China more than vice-versa; and why the European Union will command the most international prestige even though the U.S. may produce more wealth.
Wealth, Virtual Wealth and Debt
Author: Frederick Soddy
Publisher: London : G. Allen & Unwin
ISBN:
Category : Currency question
Languages : en
Pages : 328
Book Description
Publisher: London : G. Allen & Unwin
ISBN:
Category : Currency question
Languages : en
Pages : 328
Book Description
Video Game Chronotopes and Social Justice
Author: Mike Piero
Publisher: Springer Nature
ISBN: 3030919447
Category : Social Science
Languages : en
Pages : 299
Book Description
Video Game Chronotopes and Social Justice examines how the chronotope, which literally means “timespace,” is an effective interpretive lens through which to understand the cultural and ideological significance of video games. Using ‘slow readings’ attuned to deconstruction along the lines of post-structuralist theory, gender studies, queer studies, continental philosophy, and critical theory, Mike Piero exposes the often-overlooked misogyny, heteronormativity, racism, and patriarchal structures present in many Triple-A video games through their arrangement of timespace itself. Beyond understanding time and space as separate mechanics and dimensions, Piero reunites time and space through the analysis of six chronotopes—of the bonfire, the abject, the archipelago, the fart as pharmakon, madness, and coupled love—toward a poetic meaning making that is at the heart of play itself, all in affirmation of life, equity, and justice.
Publisher: Springer Nature
ISBN: 3030919447
Category : Social Science
Languages : en
Pages : 299
Book Description
Video Game Chronotopes and Social Justice examines how the chronotope, which literally means “timespace,” is an effective interpretive lens through which to understand the cultural and ideological significance of video games. Using ‘slow readings’ attuned to deconstruction along the lines of post-structuralist theory, gender studies, queer studies, continental philosophy, and critical theory, Mike Piero exposes the often-overlooked misogyny, heteronormativity, racism, and patriarchal structures present in many Triple-A video games through their arrangement of timespace itself. Beyond understanding time and space as separate mechanics and dimensions, Piero reunites time and space through the analysis of six chronotopes—of the bonfire, the abject, the archipelago, the fart as pharmakon, madness, and coupled love—toward a poetic meaning making that is at the heart of play itself, all in affirmation of life, equity, and justice.
Being Dragonborn
Author: Mike Piero
Publisher: McFarland
ISBN: 1476643563
Category : Games & Activities
Languages : en
Pages : 237
Book Description
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.
Publisher: McFarland
ISBN: 1476643563
Category : Games & Activities
Languages : en
Pages : 237
Book Description
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.
Computational Social Science and Complex Systems
Author: J. Kertész
Publisher: IOS Press
ISBN: 1643680374
Category : Social Science
Languages : en
Pages : 212
Book Description
For many years, the development of large-scale quantitative social science was hindered by a lack of data. Traditional methods of data collection like surveys were very useful, but were limited. The situation has of course changed with the development of computing and information communication technology, and we now live in a world of data deluge, where the question has become how to extract important information from the plethora of data that can be accessed. Big Data has made it possible to study societal questions which were once impossible to deal with, but new tools and new multidisciplinary approaches are required. Physicists, together with economists, sociologists, computer scientists, etc. have played an important role in their development. This book presents the 9 lectures delivered at the CCIII Summer Course Computational Social Science and Complex Systems, held as part of the International School of Physics Enrico Fermi in Varenna, Italy, from 16-21 July 2018. The course had the aim of presenting some of the recent developments in the interdisciplinary fields of computational social science and econophysics to PhD students and young researchers, with lectures focused on recent problems investigated in computational social science. Addressing some of the basic questions and many of the subtleties of the emerging field of computational social science, the book will be of interest to students, researchers and advanced research professionals alike.
Publisher: IOS Press
ISBN: 1643680374
Category : Social Science
Languages : en
Pages : 212
Book Description
For many years, the development of large-scale quantitative social science was hindered by a lack of data. Traditional methods of data collection like surveys were very useful, but were limited. The situation has of course changed with the development of computing and information communication technology, and we now live in a world of data deluge, where the question has become how to extract important information from the plethora of data that can be accessed. Big Data has made it possible to study societal questions which were once impossible to deal with, but new tools and new multidisciplinary approaches are required. Physicists, together with economists, sociologists, computer scientists, etc. have played an important role in their development. This book presents the 9 lectures delivered at the CCIII Summer Course Computational Social Science and Complex Systems, held as part of the International School of Physics Enrico Fermi in Varenna, Italy, from 16-21 July 2018. The course had the aim of presenting some of the recent developments in the interdisciplinary fields of computational social science and econophysics to PhD students and young researchers, with lectures focused on recent problems investigated in computational social science. Addressing some of the basic questions and many of the subtleties of the emerging field of computational social science, the book will be of interest to students, researchers and advanced research professionals alike.
The Digital Role-Playing Game and Technical Communication
Author: Daniel Reardon
Publisher: Bloomsbury Publishing USA
ISBN: 1501352555
Category : Games & Activities
Languages : en
Pages : 315
Book Description
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
Publisher: Bloomsbury Publishing USA
ISBN: 1501352555
Category : Games & Activities
Languages : en
Pages : 315
Book Description
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
The Wealth of Networks
Author: Yochai Benkler
Publisher: Yale University Press
ISBN: 9780300125771
Category : Business & Economics
Languages : en
Pages : 532
Book Description
Describes how patterns of information, knowledge, and cultural production are changing. The author shows that the way information and knowledge are made available can either limit or enlarge the ways people create and express themselves. He describes the range of legal and policy choices that confront.
Publisher: Yale University Press
ISBN: 9780300125771
Category : Business & Economics
Languages : en
Pages : 532
Book Description
Describes how patterns of information, knowledge, and cultural production are changing. The author shows that the way information and knowledge are made available can either limit or enlarge the ways people create and express themselves. He describes the range of legal and policy choices that confront.
Education Nation
Author: Milton Chen
Publisher: John Wiley & Sons
ISBN: 1118157400
Category : Education
Languages : en
Pages : 320
Book Description
An educational innovator who worked at Sesame Workshop and The George Lucas Educational Foundation offers a new vision for learning As a result of constant innovation, learning is no longer limited by traditional confines and we're moving beyond students tied to their chairs, desks, and textbooks-and teachers locked away in classrooms. In Education Nation author Milton Chen draws from extensive experience in media-from his work on Sesame Street in its nascent years to his role as executive director of the George Lucas Educational Foundation-to support a vision for a new world of learning. This book, in six chapters, explores the "edges" in education—the places where K-12 learning has already seen revolutionary changes through innovative reform and the use of technology. Examines ways in which learning can be revolutionized through innovative reform and the use of technology Explores the ever-expanding world of technology for breakthroughs in teaching and learning Includes many wonderful resources to support innovation in schools across the nation This important book offers a clear vision for tomorrow's classrooms that will enhance learning opportunities for all children.
Publisher: John Wiley & Sons
ISBN: 1118157400
Category : Education
Languages : en
Pages : 320
Book Description
An educational innovator who worked at Sesame Workshop and The George Lucas Educational Foundation offers a new vision for learning As a result of constant innovation, learning is no longer limited by traditional confines and we're moving beyond students tied to their chairs, desks, and textbooks-and teachers locked away in classrooms. In Education Nation author Milton Chen draws from extensive experience in media-from his work on Sesame Street in its nascent years to his role as executive director of the George Lucas Educational Foundation-to support a vision for a new world of learning. This book, in six chapters, explores the "edges" in education—the places where K-12 learning has already seen revolutionary changes through innovative reform and the use of technology. Examines ways in which learning can be revolutionized through innovative reform and the use of technology Explores the ever-expanding world of technology for breakthroughs in teaching and learning Includes many wonderful resources to support innovation in schools across the nation This important book offers a clear vision for tomorrow's classrooms that will enhance learning opportunities for all children.
Playing with the Guys
Author: Marc A. Ouellette
Publisher: McFarland
ISBN: 1476643490
Category : Games & Activities
Languages : en
Pages : 249
Book Description
A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.
Publisher: McFarland
ISBN: 1476643490
Category : Games & Activities
Languages : en
Pages : 249
Book Description
A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.