Author: Douglas A. Guerra
Publisher: University of Pennsylvania Press
ISBN: 0912295481
Category : Literary Criticism
Languages : en
Pages : 262
Book Description
In 1860, Milton Bradley invented The Checkered Game of Life. Having journeyed from Springfield, Massachusetts, to New York City to determine interest in this combination of bright red ink, brass dials, and character-driven decision-making, Bradley exhausted his entire supply of merchandise just two days after his arrival in the city; within a few months, he had sold forty thousand copies. That same year, Walt Whitman left Brooklyn to oversee the printing of the third edition of his Leaves of Grass in Massachusetts. In Slantwise Moves, Douglas A. Guerra sees more than mere coincidence in the contemporary popularity of these superficially different cultural productions. Instead, he argues, both the book and the game were materially resonant sites of social experimentation—places where modes of collectivity and selfhood could be enacted and performed. Then as now, Guerra observes, "game" was a malleable category, mediating play in various and inventive ways: through the material forms of pasteboard, paper, and india rubber; via settings like the parlor, lawn, or public hall; and by mutually agreed-upon measurements of success, ranging from point accumulation to the creation of humorous narratives. Recovering the lives of important game designers, anthologists, and codifiers—including Anne Abbot, William Simonds, Michael Phelan, and the aforementioned Bradley—Guerra brings his study of commercially produced games into dialogue with a reconsideration of iconic literary works. Through contrapuntal close readings of texts and gameplay, he finds multiple possibilities for self-fashioning reflected in Bradley's Life and Whitman's "Song of Myself," as well as utopian social spaces on billiard tables and the pages of Nathaniel Hawthorne's The Blithedale Romance alike. Highlighting meaningful overlap in the production and reception of books and games, Slantwise Moves identifies what the two have in common as material texts and as critical models of the mundane pleasures and intimacies that defined agency and social belonging in nineteenth-century America.
Slantwise Moves
Author: Douglas A. Guerra
Publisher: University of Pennsylvania Press
ISBN: 0912295481
Category : Literary Criticism
Languages : en
Pages : 262
Book Description
In 1860, Milton Bradley invented The Checkered Game of Life. Having journeyed from Springfield, Massachusetts, to New York City to determine interest in this combination of bright red ink, brass dials, and character-driven decision-making, Bradley exhausted his entire supply of merchandise just two days after his arrival in the city; within a few months, he had sold forty thousand copies. That same year, Walt Whitman left Brooklyn to oversee the printing of the third edition of his Leaves of Grass in Massachusetts. In Slantwise Moves, Douglas A. Guerra sees more than mere coincidence in the contemporary popularity of these superficially different cultural productions. Instead, he argues, both the book and the game were materially resonant sites of social experimentation—places where modes of collectivity and selfhood could be enacted and performed. Then as now, Guerra observes, "game" was a malleable category, mediating play in various and inventive ways: through the material forms of pasteboard, paper, and india rubber; via settings like the parlor, lawn, or public hall; and by mutually agreed-upon measurements of success, ranging from point accumulation to the creation of humorous narratives. Recovering the lives of important game designers, anthologists, and codifiers—including Anne Abbot, William Simonds, Michael Phelan, and the aforementioned Bradley—Guerra brings his study of commercially produced games into dialogue with a reconsideration of iconic literary works. Through contrapuntal close readings of texts and gameplay, he finds multiple possibilities for self-fashioning reflected in Bradley's Life and Whitman's "Song of Myself," as well as utopian social spaces on billiard tables and the pages of Nathaniel Hawthorne's The Blithedale Romance alike. Highlighting meaningful overlap in the production and reception of books and games, Slantwise Moves identifies what the two have in common as material texts and as critical models of the mundane pleasures and intimacies that defined agency and social belonging in nineteenth-century America.
Publisher: University of Pennsylvania Press
ISBN: 0912295481
Category : Literary Criticism
Languages : en
Pages : 262
Book Description
In 1860, Milton Bradley invented The Checkered Game of Life. Having journeyed from Springfield, Massachusetts, to New York City to determine interest in this combination of bright red ink, brass dials, and character-driven decision-making, Bradley exhausted his entire supply of merchandise just two days after his arrival in the city; within a few months, he had sold forty thousand copies. That same year, Walt Whitman left Brooklyn to oversee the printing of the third edition of his Leaves of Grass in Massachusetts. In Slantwise Moves, Douglas A. Guerra sees more than mere coincidence in the contemporary popularity of these superficially different cultural productions. Instead, he argues, both the book and the game were materially resonant sites of social experimentation—places where modes of collectivity and selfhood could be enacted and performed. Then as now, Guerra observes, "game" was a malleable category, mediating play in various and inventive ways: through the material forms of pasteboard, paper, and india rubber; via settings like the parlor, lawn, or public hall; and by mutually agreed-upon measurements of success, ranging from point accumulation to the creation of humorous narratives. Recovering the lives of important game designers, anthologists, and codifiers—including Anne Abbot, William Simonds, Michael Phelan, and the aforementioned Bradley—Guerra brings his study of commercially produced games into dialogue with a reconsideration of iconic literary works. Through contrapuntal close readings of texts and gameplay, he finds multiple possibilities for self-fashioning reflected in Bradley's Life and Whitman's "Song of Myself," as well as utopian social spaces on billiard tables and the pages of Nathaniel Hawthorne's The Blithedale Romance alike. Highlighting meaningful overlap in the production and reception of books and games, Slantwise Moves identifies what the two have in common as material texts and as critical models of the mundane pleasures and intimacies that defined agency and social belonging in nineteenth-century America.
The Drunken Silenus
Author: Morgan Meis
Publisher: Slant Books
ISBN: 1639820566
Category : Art
Languages : en
Pages : 119
Book Description
The Drunken Silenus is a book that is as hard to categorize as it is to put down--an enlightening and mesmerizing blend of philosophy, history, and art criticism. Morgan Meis begins simply enough, with a painting by the Baroque master Peter Paul Rubens of the figure from Greek mythology who is mentor to Dionysus, god of wine and excess of every kind. We learn who this obscure, minor god is--why he must attend on the god who dies and must be re-born and educated all over again--and why Rubens depicted him not as a character out of a farce, but as one whose plight evokes pity and compassion. The narrative spirals out from there, taking in the history of Antwerp, bloody seventeenth-century religious wars, tales of Rubens's father's near-execution for sleeping with William of Orange's wife, Nietzsche's Birth of Tragedy and the impossibility of there being any meaning to human life, and the destruction of all civilization by nefarious forces within ourselves. All of this is conveyed in language that crackles with intelligence, wit, and dark humor--a voice that at times sounds a bit tipsy and garrulous, but which ultimately asks us to confront the deepest questions of meaning, purpose, and hope in the face of death and tragedy.
Publisher: Slant Books
ISBN: 1639820566
Category : Art
Languages : en
Pages : 119
Book Description
The Drunken Silenus is a book that is as hard to categorize as it is to put down--an enlightening and mesmerizing blend of philosophy, history, and art criticism. Morgan Meis begins simply enough, with a painting by the Baroque master Peter Paul Rubens of the figure from Greek mythology who is mentor to Dionysus, god of wine and excess of every kind. We learn who this obscure, minor god is--why he must attend on the god who dies and must be re-born and educated all over again--and why Rubens depicted him not as a character out of a farce, but as one whose plight evokes pity and compassion. The narrative spirals out from there, taking in the history of Antwerp, bloody seventeenth-century religious wars, tales of Rubens's father's near-execution for sleeping with William of Orange's wife, Nietzsche's Birth of Tragedy and the impossibility of there being any meaning to human life, and the destruction of all civilization by nefarious forces within ourselves. All of this is conveyed in language that crackles with intelligence, wit, and dark humor--a voice that at times sounds a bit tipsy and garrulous, but which ultimately asks us to confront the deepest questions of meaning, purpose, and hope in the face of death and tragedy.
Respawn
Author: Colin Milburn
Publisher: Duke University Press
ISBN: 1478002786
Category : Social Science
Languages : en
Pages : 216
Book Description
In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
Publisher: Duke University Press
ISBN: 1478002786
Category : Social Science
Languages : en
Pages : 216
Book Description
In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
E. coli in Motion
Author: Howard C. Berg
Publisher: Springer Science & Business Media
ISBN: 0387216383
Category : Science
Languages : en
Pages : 136
Book Description
Escherichia coli, commonly referred to as E. coli, has been the organism of choice for molecular genetics for decades. Its machinery and mobile behavior is one of the most fascinating topics for cell scientists. Scientists and engineers, not trained in microbiology, and who would like to learn more about living machines, can see it as a unique example. This cross-disciplinary monograph covers more than thirty years of research and is accessible to graduate students and scientists alike.
Publisher: Springer Science & Business Media
ISBN: 0387216383
Category : Science
Languages : en
Pages : 136
Book Description
Escherichia coli, commonly referred to as E. coli, has been the organism of choice for molecular genetics for decades. Its machinery and mobile behavior is one of the most fascinating topics for cell scientists. Scientists and engineers, not trained in microbiology, and who would like to learn more about living machines, can see it as a unique example. This cross-disciplinary monograph covers more than thirty years of research and is accessible to graduate students and scientists alike.
French Dive
Author: Eric Freeze
Publisher:
ISBN: 1725266156
Category : Travel
Languages : en
Pages : 285
Book Description
In the fall of 2014, educators Eric and Rixa Freeze moved with their young family to Old Nice, a medieval town-within-a-city on the famed Côte d'Azur. They'd bought a 700-square-foot dive, an apartment in need of renovation just a couple blocks from the Mediterranean. They were a family with a plan: to live differently. No home in the suburbs with a two-car garage, no bedroom for every child, no 24-hour Walmart. Carefully researched and vividly written, French Dive chronicles the Freeze family's integration into a culture where large families aren't all treated alike. What they find--spearfishing for food, renting their car to strangers, fixing and selling old furniture from the garbage depot--is that a city gives back the more you give to it. Morally complex and unflinching in its analysis of contemporary life and the things that keep human beings apart, Freeze tackles racism, homelessness, art, reality TV, social media, and parenting with wit and humor. Along the way he and his family learn what it means to be a neighbor, a member of a community, and a global citizen, how to treat others with empathy and understanding as they try to carve out a place in this world.
Publisher:
ISBN: 1725266156
Category : Travel
Languages : en
Pages : 285
Book Description
In the fall of 2014, educators Eric and Rixa Freeze moved with their young family to Old Nice, a medieval town-within-a-city on the famed Côte d'Azur. They'd bought a 700-square-foot dive, an apartment in need of renovation just a couple blocks from the Mediterranean. They were a family with a plan: to live differently. No home in the suburbs with a two-car garage, no bedroom for every child, no 24-hour Walmart. Carefully researched and vividly written, French Dive chronicles the Freeze family's integration into a culture where large families aren't all treated alike. What they find--spearfishing for food, renting their car to strangers, fixing and selling old furniture from the garbage depot--is that a city gives back the more you give to it. Morally complex and unflinching in its analysis of contemporary life and the things that keep human beings apart, Freeze tackles racism, homelessness, art, reality TV, social media, and parenting with wit and humor. Along the way he and his family learn what it means to be a neighbor, a member of a community, and a global citizen, how to treat others with empathy and understanding as they try to carve out a place in this world.
The Making of Poetry
Author: Adam Nicolson
Publisher: Farrar, Straus and Giroux
ISBN: 0374721270
Category : Literary Criticism
Languages : en
Pages : 457
Book Description
Brimming with poetry, art, and nature writing—Wordsworth and Coleridge as you've never seen them before June 1797 to September 1798 is the most famous year in English poetry. Out of it came Samuel Taylor Coleridge's The Rime of the Ancient Mariner and “Kubla Khan,” as well as his unmatched hymns to friendship and fatherhood, and William Wordsworth’s revolutionary songs in Lyrical Ballads along with “Tintern Abbey,” Wordsworth's paean to the unity of soul and cosmos, love and understanding. In The Making of Poetry, Adam Nicolson embeds himself in the reality of this unique moment, exploring the idea that these poems came from this particular place and time, and that only by experiencing the physical circumstances of the year, in all weathers and all seasons, at night and at dawn, in sunlit reverie and moonlit walks, can the genesis of the poetry start to be understood. The poetry Wordsworth and Coleridge made was not from settled conclusions but from the adventure on which they embarked, thinking of poetry as a challenge to all received ideas, stripping away the dead matter, looking to shed consciousness and so change the world. What emerges is a portrait of these great figures seen not as literary monuments but as young men, troubled, ambitious, dreaming of a vision of wholeness, knowing they had greatness in them but still in urgent search of the paths toward it. The artist Tom Hammick accompanied Nicolson for much of the year, making woodcuts from the fallen timber in the park at Alfoxden where the Wordsworths lived. Interspersed throughout the book, his images bridge the centuries, depicting lives at the source of our modern sensibility: a psychic landscape of doubt and possibility, full of beauty and thick with desire for a kind of connectedness that seems permanently at hand and yet always out of reach.
Publisher: Farrar, Straus and Giroux
ISBN: 0374721270
Category : Literary Criticism
Languages : en
Pages : 457
Book Description
Brimming with poetry, art, and nature writing—Wordsworth and Coleridge as you've never seen them before June 1797 to September 1798 is the most famous year in English poetry. Out of it came Samuel Taylor Coleridge's The Rime of the Ancient Mariner and “Kubla Khan,” as well as his unmatched hymns to friendship and fatherhood, and William Wordsworth’s revolutionary songs in Lyrical Ballads along with “Tintern Abbey,” Wordsworth's paean to the unity of soul and cosmos, love and understanding. In The Making of Poetry, Adam Nicolson embeds himself in the reality of this unique moment, exploring the idea that these poems came from this particular place and time, and that only by experiencing the physical circumstances of the year, in all weathers and all seasons, at night and at dawn, in sunlit reverie and moonlit walks, can the genesis of the poetry start to be understood. The poetry Wordsworth and Coleridge made was not from settled conclusions but from the adventure on which they embarked, thinking of poetry as a challenge to all received ideas, stripping away the dead matter, looking to shed consciousness and so change the world. What emerges is a portrait of these great figures seen not as literary monuments but as young men, troubled, ambitious, dreaming of a vision of wholeness, knowing they had greatness in them but still in urgent search of the paths toward it. The artist Tom Hammick accompanied Nicolson for much of the year, making woodcuts from the fallen timber in the park at Alfoxden where the Wordsworths lived. Interspersed throughout the book, his images bridge the centuries, depicting lives at the source of our modern sensibility: a psychic landscape of doubt and possibility, full of beauty and thick with desire for a kind of connectedness that seems permanently at hand and yet always out of reach.
Playing Games in Nineteenth-Century Britain and America
Author: Ann R. Hawkins
Publisher: State University of New York Press
ISBN: 1438485565
Category : History
Languages : en
Pages : 322
Book Description
A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.
Publisher: State University of New York Press
ISBN: 1438485565
Category : History
Languages : en
Pages : 322
Book Description
A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.
Material Game Studies
Author: Chloe Germaine
Publisher: Bloomsbury Publishing
ISBN: 1350202738
Category : Social Science
Languages : en
Pages : 265
Book Description
This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the (re)turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality with cultural meaning, the authors in this volume apply a range of theoretical approaches, from material eco-criticism to animal studies, to examine games and play as existing within worlds of matter. Different chapters focus on the material properties of board, card and role-playing games, how they are designed and made, how they are touched and played with, and how they connect with other human and nonhuman things. Bringing together international scholars, Material Game Studies defines a new field of material game studies and demonstrates how it is a valuable addition to wider debates about the material turn and the place of embodied humans in a material world.
Publisher: Bloomsbury Publishing
ISBN: 1350202738
Category : Social Science
Languages : en
Pages : 265
Book Description
This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the (re)turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality with cultural meaning, the authors in this volume apply a range of theoretical approaches, from material eco-criticism to animal studies, to examine games and play as existing within worlds of matter. Different chapters focus on the material properties of board, card and role-playing games, how they are designed and made, how they are touched and played with, and how they connect with other human and nonhuman things. Bringing together international scholars, Material Game Studies defines a new field of material game studies and demonstrates how it is a valuable addition to wider debates about the material turn and the place of embodied humans in a material world.
Playing Place
Author: Chad Randl
Publisher: MIT Press
ISBN: 0262373432
Category : Games & Activities
Languages : en
Pages : 270
Book Description
An essay collection exploring the board game’s relationship to the built environment, revealing the unexpected ways that play reflects perceptions of space. Board games harness the creation of entirely new worlds. From the medieval warlord to the modern urban planner, players are permitted to inhabit a staggering variety of roles and are prompted to incorporate preexisting notions of placemaking into their decisions. To what extent do board games represent the social context of their production? How might they reinforce or subvert normative ideas of community and fulfillment? In Playing Place, Chad Randl and D. Medina Lasansky have curated a collection of thirty-seven fascinating essays, supplemented by a rich trove of photo illustrations, that unpack these questions with breadth and care. Although board games are often recreational objects, their mythologies and infrastructure do not exist in a vacuum—rather, they echo and reproduce prevalent cultural landscapes. This thesis forms the throughline of pieces reflecting on subjects as diverse as the rigidly gendered fantasies of classic mass-market games; the imperial convictions embedded in games that position player-protagonists as conquerors establishing dominion over their “discoveries”; and even the uncanny prescience of games that have players responding to a global pandemic. Representing a thrilling convergence of historiography, architectural history, and media studies scholarship, Playing Place suggests not only that tabletop games should be taken seriously but also that the medium itself is uniquely capable of facilitating our critical consideration of structures that are often taken for granted.
Publisher: MIT Press
ISBN: 0262373432
Category : Games & Activities
Languages : en
Pages : 270
Book Description
An essay collection exploring the board game’s relationship to the built environment, revealing the unexpected ways that play reflects perceptions of space. Board games harness the creation of entirely new worlds. From the medieval warlord to the modern urban planner, players are permitted to inhabit a staggering variety of roles and are prompted to incorporate preexisting notions of placemaking into their decisions. To what extent do board games represent the social context of their production? How might they reinforce or subvert normative ideas of community and fulfillment? In Playing Place, Chad Randl and D. Medina Lasansky have curated a collection of thirty-seven fascinating essays, supplemented by a rich trove of photo illustrations, that unpack these questions with breadth and care. Although board games are often recreational objects, their mythologies and infrastructure do not exist in a vacuum—rather, they echo and reproduce prevalent cultural landscapes. This thesis forms the throughline of pieces reflecting on subjects as diverse as the rigidly gendered fantasies of classic mass-market games; the imperial convictions embedded in games that position player-protagonists as conquerors establishing dominion over their “discoveries”; and even the uncanny prescience of games that have players responding to a global pandemic. Representing a thrilling convergence of historiography, architectural history, and media studies scholarship, Playing Place suggests not only that tabletop games should be taken seriously but also that the medium itself is uniquely capable of facilitating our critical consideration of structures that are often taken for granted.
Network and Switching Theory
Author: Giuseppe Biorci
Publisher: Elsevier
ISBN: 0323163300
Category : Technology & Engineering
Languages : en
Pages : 655
Book Description
Network and Switching Theory
Publisher: Elsevier
ISBN: 0323163300
Category : Technology & Engineering
Languages : en
Pages : 655
Book Description
Network and Switching Theory