Enacting Platforms

Enacting Platforms PDF Author: James Malazita
Publisher: MIT Press
ISBN: 0262548240
Category : Games & Activities
Languages : en
Pages : 245

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Book Description
An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.

Enacting Platforms

Enacting Platforms PDF Author: James Malazita
Publisher: MIT Press
ISBN: 0262548240
Category : Games & Activities
Languages : en
Pages : 245

Get Book Here

Book Description
An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.

Enacting and Conceptualizing Educational Leadership within the Mediterranean Region

Enacting and Conceptualizing Educational Leadership within the Mediterranean Region PDF Author:
Publisher: BRILL
ISBN: 9004461876
Category : Education
Languages : en
Pages : 172

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Book Description
This edited collection documents and deconstructs the concept of educational leadership within various education settings across the Mediterranean region, exploring the intersection of education, culture and geopolitics as shaped by the distinct social, religious, national, cultural and geographic contexts.

Advances in Quantitative Ethnography

Advances in Quantitative Ethnography PDF Author: Yoon Jeon Kim
Publisher: Springer Nature
ISBN: 3031763351
Category :
Languages : en
Pages : 277

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Book Description


Digital Transformation and Institutional Theory

Digital Transformation and Institutional Theory PDF Author: Thomas Gegenhuber
Publisher: Emerald Group Publishing
ISBN: 1802622233
Category : Social Science
Languages : en
Pages : 300

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Book Description
This volume contains two Open Access chapters. Digital Transformation and Institutional Theory explores how manifestations of digital transformation requires rethinking of our understanding and theorization of institutional processes.

Urban Regeneration and Community Empowerment Through ICTs

Urban Regeneration and Community Empowerment Through ICTs PDF Author: Francesca De Filippi
Publisher: Springer Nature
ISBN: 3030977552
Category : Political Science
Languages : en
Pages : 154

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Book Description
This book deals with the issue of Digital Participatory Platforms (DPPs) for urban governance. It explains the role and potential that ICTs play in the decision-making processes of the Public Administration and citizens' participation. The book also illustrates the main technologies that encourage innovation and social inclusion, with particular focus on use of DPPs in urban regeneration programs and projects. It presents international best practices from local to European level and it describes the process of creation, development and testing of a DPP project with reference to the Italian case. The book is divided into three parts: the first one gives a framework of neighborhood urban and civic engagement through ICTs, studying in depth the role of ICTs in support of Public Administration’s processes and citizens participation; the second part investigates the topic of Digital Participatory Platforms (DPPs) with the description of their potentialities, the presentation of some international best practices and a specific focus on the Italian context; the third part draws the conclusions of this path by asking which are the main challenges in the adoption of Digital Participatory Platforms, in order to increase citizen participation and collaboration via technology.

Software Engineering Aspects of Continuous Development and New Paradigms of Software Production and Deployment

Software Engineering Aspects of Continuous Development and New Paradigms of Software Production and Deployment PDF Author: Jean-Michel Bruel
Publisher: Springer
ISBN: 3030060195
Category : Computers
Languages : en
Pages : 237

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Book Description
This book constitutes revised selected papers from the First International Workshop on Software Engineering Aspects of Continuous Development and New Paradigms of Software Production and Deployment, DEVOPS 2018, hled at the hateau de Villebrumier, France, in March 2018. The 17 papers presented in this volume were carefully reviewed and selected from 23 submissions. They cover a wide range of problems arising from Devops and related approaches, current tools, rapid development-deployment processes, effects on team performance, analytics, trustworthiness, microservices and related topics.

Re-Enacting the Past

Re-Enacting the Past PDF Author: Mads Daugbjerg
Publisher: Routledge
ISBN: 1317376153
Category : Performing Arts
Languages : en
Pages : 153

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Book Description
What is re-enactment and how does it relate to heritage? Re-enactments are a ubiquitous part of popular and memory culture and are of growing importance to heritage studies. As concept and practice, re-enactments encompass a wide range of forms: from the annual ‘Viking Moot’ festival in Denmark drawing thousands of participants and spectators, to the (re)staged war photography of An-My Lê, to the Titanic Memorial Cruise commemorating the centennial of the ill-fated voyage, to the symbolic retracing of the Berlin Wall across the city on 9 November 2014 to mark the 25th anniversary of its toppling. Re-enactments involve the sensuousness of bodily experience and engagement, the exhilarating yet precarious combination of imagination with ‘historical fact’, in-the-moment negotiations between and within temporalities, and the compelling drive to re-make, or re-presence, the past. As such, re-enactments present a number of challenges to traditional understandings of heritage, including taken-for-granted assumptions regarding fixity, conservation, originality, ownership and authenticity. Using a variety of international, cross-disciplinary case studies, this volume explores re-enactment as practice, problem, and/or potential, in order to widen the scope of heritage thinking and analysis toward impermanence, performance, flux, innovation and creativity. This book was originally published as a special issue of the International Journal of Heritage Studies.

Seeing Red

Seeing Red PDF Author: Jose P. Zagal
Publisher: MIT Press
ISBN: 0262361841
Category : Games & Activities
Languages : en
Pages : 185

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Book Description
The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming. Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.

Intellivision

Intellivision PDF Author: Tom Boellstorff
Publisher: MIT Press
ISBN: 0262380544
Category : Games & Activities
Languages : en
Pages : 429

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Book Description
The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision, Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision’s chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry.

The American Political Science Review

The American Political Science Review PDF Author:
Publisher:
ISBN:
Category : Political science
Languages : en
Pages : 382

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Book Description