Author: Natalie Diaz
Publisher: U of Nebraska Press
ISBN: 1496219104
Category : Sports & Recreation
Languages : en
Pages : 460
Book Description
Sport has always been central to the movements of both the nation-state and the people who resist that nation-state. Think of the Roman Colosseum, Jesse Owens's four gold-medal victories in the 1936 Nazi Olympics, Kareem Abdul-Jabbar's protest at the 1968 Olympics, and the fallout Colin Kaepernick suffered as a result of his recent protest on the sidelines of an NFL game. Sport is a place where the body and the mind are the most dangerous because they are allowed to be unified as one energy. Bodies Built for Game brings together poems, essays, and stories that challenge our traditional ideas of sport and question the power structures that athletics enforce. What is it that drives us to athletics? What is it that makes us break our own bodies or the bodies of others as we root for these unnatural and performed victories? Featuring contributions from a diverse group of writers, including Hanif Abdurraqib, Fatimah Asghar, Reginald Dwayne Betts, Louise Erdrich, Toni Jensen, Ada Limón, Tommy Orange, Claudia Rankine, Danez Smith, and Maya Washington, this book challenges America by questioning its games.
Bodies Built for Game
Author: Natalie Diaz
Publisher: U of Nebraska Press
ISBN: 1496219104
Category : Sports & Recreation
Languages : en
Pages : 460
Book Description
Sport has always been central to the movements of both the nation-state and the people who resist that nation-state. Think of the Roman Colosseum, Jesse Owens's four gold-medal victories in the 1936 Nazi Olympics, Kareem Abdul-Jabbar's protest at the 1968 Olympics, and the fallout Colin Kaepernick suffered as a result of his recent protest on the sidelines of an NFL game. Sport is a place where the body and the mind are the most dangerous because they are allowed to be unified as one energy. Bodies Built for Game brings together poems, essays, and stories that challenge our traditional ideas of sport and question the power structures that athletics enforce. What is it that drives us to athletics? What is it that makes us break our own bodies or the bodies of others as we root for these unnatural and performed victories? Featuring contributions from a diverse group of writers, including Hanif Abdurraqib, Fatimah Asghar, Reginald Dwayne Betts, Louise Erdrich, Toni Jensen, Ada Limón, Tommy Orange, Claudia Rankine, Danez Smith, and Maya Washington, this book challenges America by questioning its games.
Publisher: U of Nebraska Press
ISBN: 1496219104
Category : Sports & Recreation
Languages : en
Pages : 460
Book Description
Sport has always been central to the movements of both the nation-state and the people who resist that nation-state. Think of the Roman Colosseum, Jesse Owens's four gold-medal victories in the 1936 Nazi Olympics, Kareem Abdul-Jabbar's protest at the 1968 Olympics, and the fallout Colin Kaepernick suffered as a result of his recent protest on the sidelines of an NFL game. Sport is a place where the body and the mind are the most dangerous because they are allowed to be unified as one energy. Bodies Built for Game brings together poems, essays, and stories that challenge our traditional ideas of sport and question the power structures that athletics enforce. What is it that drives us to athletics? What is it that makes us break our own bodies or the bodies of others as we root for these unnatural and performed victories? Featuring contributions from a diverse group of writers, including Hanif Abdurraqib, Fatimah Asghar, Reginald Dwayne Betts, Louise Erdrich, Toni Jensen, Ada Limón, Tommy Orange, Claudia Rankine, Danez Smith, and Maya Washington, this book challenges America by questioning its games.
Bodies Built for Game
Author: Natalie Diaz
Publisher: U of Nebraska Press
ISBN: 1496219120
Category : Sports & Recreation
Languages : en
Pages : 402
Book Description
Sport has always been central to the movements of both the nation-state and the people who resist that nation-state. Think of the Roman Colosseum, Jesse Owens’s four gold-medal victories in the 1936 Nazi Olympics, Kareem Abdul-Jabbar’s protest at the 1968 Olympics, and the fallout Colin Kaepernick suffered as a result of his recent protest on the sidelines of an NFL game. Sport is a place where the body and the mind are the most dangerous because they are allowed to be unified as one energy. Bodies Built for Game brings together poems, essays, and stories that challenge our traditional ideas of sport and question the power structures that athletics enforce. What is it that drives us to athletics? What is it that makes us break our own bodies or the bodies of others as we root for these unnatural and performed victories? Featuring contributions from a diverse group of writers, including Hanif Abdurraqib, Fatimah Asghar, Reginald Dwayne Betts, Louise Erdrich, Toni Jensen, Ada Limón, Tommy Orange, Claudia Rankine, Danez Smith, and Maya Washington, this book challenges America by questioning its games.
Publisher: U of Nebraska Press
ISBN: 1496219120
Category : Sports & Recreation
Languages : en
Pages : 402
Book Description
Sport has always been central to the movements of both the nation-state and the people who resist that nation-state. Think of the Roman Colosseum, Jesse Owens’s four gold-medal victories in the 1936 Nazi Olympics, Kareem Abdul-Jabbar’s protest at the 1968 Olympics, and the fallout Colin Kaepernick suffered as a result of his recent protest on the sidelines of an NFL game. Sport is a place where the body and the mind are the most dangerous because they are allowed to be unified as one energy. Bodies Built for Game brings together poems, essays, and stories that challenge our traditional ideas of sport and question the power structures that athletics enforce. What is it that drives us to athletics? What is it that makes us break our own bodies or the bodies of others as we root for these unnatural and performed victories? Featuring contributions from a diverse group of writers, including Hanif Abdurraqib, Fatimah Asghar, Reginald Dwayne Betts, Louise Erdrich, Toni Jensen, Ada Limón, Tommy Orange, Claudia Rankine, Danez Smith, and Maya Washington, this book challenges America by questioning its games.
What Can a Body Do?
Author: Sara Hendren
Publisher: Penguin
ISBN: 073522000X
Category : Design
Languages : en
Pages : 242
Book Description
Named a Best Book of the Year by NPR and LitHub Winner of the 2021 Science in Society Journalism Book Prize A fascinating and provocative new way of looking at the things we use and the spaces we inhabit, and a call to imagine a better-designed world for us all. Furniture and tools, kitchens and campuses and city streets—nearly everything human beings make and use is assistive technology, meant to bridge the gap between body and world. Yet unless, or until, a misfit between our own body and the world is acute enough to be understood as disability, we may never stop to consider—or reconsider—the hidden assumptions on which our everyday environment is built. In a series of vivid stories drawn from the lived experience of disability and the ideas and innovations that have emerged from it—from cyborg arms to customizable cardboard chairs to deaf architecture—Sara Hendren invites us to rethink the things and settings we live with. What might assistance based on the body’s stunning capacity for adaptation—rather than a rigid insistence on “normalcy”—look like? Can we foster interdependent, not just independent, living? How do we creatively engineer public spaces that allow us all to navigate our common terrain? By rendering familiar objects and environments newly strange and wondrous, What Can a Body Do? helps us imagine a future that will better meet the extraordinary range of our collective needs and desires.
Publisher: Penguin
ISBN: 073522000X
Category : Design
Languages : en
Pages : 242
Book Description
Named a Best Book of the Year by NPR and LitHub Winner of the 2021 Science in Society Journalism Book Prize A fascinating and provocative new way of looking at the things we use and the spaces we inhabit, and a call to imagine a better-designed world for us all. Furniture and tools, kitchens and campuses and city streets—nearly everything human beings make and use is assistive technology, meant to bridge the gap between body and world. Yet unless, or until, a misfit between our own body and the world is acute enough to be understood as disability, we may never stop to consider—or reconsider—the hidden assumptions on which our everyday environment is built. In a series of vivid stories drawn from the lived experience of disability and the ideas and innovations that have emerged from it—from cyborg arms to customizable cardboard chairs to deaf architecture—Sara Hendren invites us to rethink the things and settings we live with. What might assistance based on the body’s stunning capacity for adaptation—rather than a rigid insistence on “normalcy”—look like? Can we foster interdependent, not just independent, living? How do we creatively engineer public spaces that allow us all to navigate our common terrain? By rendering familiar objects and environments newly strange and wondrous, What Can a Body Do? helps us imagine a future that will better meet the extraordinary range of our collective needs and desires.
Playing with Feelings
Author: Aubrey Anable
Publisher: U of Minnesota Press
ISBN: 1452956812
Category : Games & Activities
Languages : en
Pages : 179
Book Description
How gaming intersects with systems like history, bodies, and code Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers. Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail. Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.
Publisher: U of Minnesota Press
ISBN: 1452956812
Category : Games & Activities
Languages : en
Pages : 179
Book Description
How gaming intersects with systems like history, bodies, and code Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers. Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail. Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.
It's All a Game
Author: Tristan Donovan
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296
Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296
Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
Unity Game Development Essentials
Author: Will Goldstone
Publisher: Packt Publishing Ltd
ISBN: 1847198198
Category : Computers
Languages : en
Pages : 427
Book Description
Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!
Publisher: Packt Publishing Ltd
ISBN: 1847198198
Category : Computers
Languages : en
Pages : 427
Book Description
Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!
Warm Bodies
Author: Isaac Marion
Publisher: Simon and Schuster
ISBN: 147671746X
Category : Fiction
Languages : en
Pages : 259
Book Description
Alienated from his fellow zombies because of his dislike of having to kill humans and his enjoyment of Sinatra music, "R" meets a living girl who sharply contrasts with his cold and dreary world and whom he resolves to protect in spite of her delicious appearance.
Publisher: Simon and Schuster
ISBN: 147671746X
Category : Fiction
Languages : en
Pages : 259
Book Description
Alienated from his fellow zombies because of his dislike of having to kill humans and his enjoyment of Sinatra music, "R" meets a living girl who sharply contrasts with his cold and dreary world and whom he resolves to protect in spite of her delicious appearance.
What Side Are You On?
Author: Michael Steven Wilson
Publisher: UNC Press Books
ISBN: 1469675595
Category : Social Science
Languages : en
Pages : 283
Book Description
Renowned human rights activist Michael “Mike” Wilson has borne witness to the profound human costs of poverty, racism, border policing, and the legacies of colonialism. From a childhood in the mining town of Ajo, Arizona, Wilson’s life journey led him to US military service in Central America, seminary education, and religious and human rights activism against the abuses of US immigration policies. With increased militarization of the US-Mexico border, migration across the Tohono O’odham Nation surged, as did migrant deaths and violent encounters between tribal citizens and US Border Patrol agents. When Wilson’s religious and ethical commitments led him to set up water stations for migrants on the Nation’s lands, it brought him into conflict not only with the US government but also with his own tribal and religious communities. This richly textured and collaboratively written memoir brings Wilson’s experiences to life. Joining Wilson as coauthor, José Antonio Lucero adds political and historical context to Wilson’s personal narrative. Together they offer a highly original portrait of an O’odham life across borders that sheds light on the struggles and resilience of Native peoples across the Americas.
Publisher: UNC Press Books
ISBN: 1469675595
Category : Social Science
Languages : en
Pages : 283
Book Description
Renowned human rights activist Michael “Mike” Wilson has borne witness to the profound human costs of poverty, racism, border policing, and the legacies of colonialism. From a childhood in the mining town of Ajo, Arizona, Wilson’s life journey led him to US military service in Central America, seminary education, and religious and human rights activism against the abuses of US immigration policies. With increased militarization of the US-Mexico border, migration across the Tohono O’odham Nation surged, as did migrant deaths and violent encounters between tribal citizens and US Border Patrol agents. When Wilson’s religious and ethical commitments led him to set up water stations for migrants on the Nation’s lands, it brought him into conflict not only with the US government but also with his own tribal and religious communities. This richly textured and collaboratively written memoir brings Wilson’s experiences to life. Joining Wilson as coauthor, José Antonio Lucero adds political and historical context to Wilson’s personal narrative. Together they offer a highly original portrait of an O’odham life across borders that sheds light on the struggles and resilience of Native peoples across the Americas.
Bodies and Souls, or Spirited Bodies?
Author: Nancey Murphy
Publisher: Cambridge University Press
ISBN: 113944896X
Category : Religion
Languages : en
Pages : 149
Book Description
Are humans composed of a body and a nonmaterial mind or soul, or are we purely physical beings? Opinion is sharply divided over this issue. In this clear and concise book, Nancey Murphy argues for a physicalist account, but one that does not diminish traditional views of humans as rational, moral, and capable of relating to God. This position is motivated not only by developments in science and philosophy, but also by biblical studies and Christian theology. The reader is invited to appreciate the ways in which organisms are more than the sum of their parts. That higher human capacities such as morality, free will, and religious awareness emerge from our neurobiological complexity and develop through our relation to others, to our cultural inheritance, and, most importantly, to God. Murphy addresses the questions of human uniqueness, religious experience, and personal identity before and after bodily resurrection.
Publisher: Cambridge University Press
ISBN: 113944896X
Category : Religion
Languages : en
Pages : 149
Book Description
Are humans composed of a body and a nonmaterial mind or soul, or are we purely physical beings? Opinion is sharply divided over this issue. In this clear and concise book, Nancey Murphy argues for a physicalist account, but one that does not diminish traditional views of humans as rational, moral, and capable of relating to God. This position is motivated not only by developments in science and philosophy, but also by biblical studies and Christian theology. The reader is invited to appreciate the ways in which organisms are more than the sum of their parts. That higher human capacities such as morality, free will, and religious awareness emerge from our neurobiological complexity and develop through our relation to others, to our cultural inheritance, and, most importantly, to God. Murphy addresses the questions of human uniqueness, religious experience, and personal identity before and after bodily resurrection.
A Play of Bodies
Author: Brendan Keogh
Publisher: MIT Press
ISBN: 0262037637
Category : Games & Activities
Languages : en
Pages : 249
Book Description
An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.
Publisher: MIT Press
ISBN: 0262037637
Category : Games & Activities
Languages : en
Pages : 249
Book Description
An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.