Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan PDF Author: Martin Roth
Publisher: Lulu.com
ISBN: 1387438808
Category : Performing Arts
Languages : en
Pages : 226

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Book Description
This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan PDF Author: Martin Roth
Publisher: Lulu.com
ISBN: 1387438808
Category : Performing Arts
Languages : en
Pages : 226

Get Book Here

Book Description
This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.

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.

Gaming

Gaming PDF Author: Alexander R. Galloway
Publisher: U of Minnesota Press
ISBN: 1452908680
Category : Computers
Languages : en
Pages : 161

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Book Description
Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

The Moon Is a Harsh Mistress

The Moon Is a Harsh Mistress PDF Author: Robert A. Heinlein
Publisher: Macmillan
ISBN: 9780312863555
Category : Fiction
Languages : en
Pages : 388

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Book Description
Science fiction-roman.

Speculative Everything

Speculative Everything PDF Author: Anthony Dunne
Publisher: MIT Press
ISBN: 0262019841
Category : Design
Languages : en
Pages : 235

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Book Description
How to use design as a tool to create not only things but ideas, to speculate about possible futures. Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be—to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose “what if” questions that are intended to open debate and discussion about the kind of future people want (and do not want). Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more—about everything—reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.

The Three-Body Problem

The Three-Body Problem PDF Author: Cixin Liu
Publisher: Tor Books
ISBN: 1466853441
Category : Fiction
Languages : en
Pages : 400

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Book Description
The inspiration for the Netflix series 3 Body Problem! WINNER OF THE HUGO AWARD FOR BEST NOVEL Over 1 million copies sold in North America “A mind-bending epic.”—The New York Times • “War of the Worlds for the 21st century.”—The Wall Street Journal • “Fascinating.”—TIME • “Extraordinary.”—The New Yorker • “Wildly imaginative.”—Barack Obama • “Provocative.”—Slate • “A breakthrough book.”—George R. R. Martin • “Impossible to put down.”—GQ • “Absolutely mind-unfolding.”—NPR • “You should be reading Liu Cixin.”—The Washington Post The Three-Body Problem is the first novel in the groundbreaking, Hugo Award-winning series from China's most beloved science fiction author, Cixin Liu. Set against the backdrop of China's Cultural Revolution, a secret military project sends signals into space to establish contact with aliens. An alien civilization on the brink of destruction captures the signal and plans to invade Earth. Meanwhile, on Earth, different camps start forming, planning to either welcome the superior beings and help them take over a world seen as corrupt, or to fight against the invasion. The result is a science fiction masterpiece of enormous scope and vision. The Three-Body Problem Series The Three-Body Problem The Dark Forest Death's End Other Books by Cixin Liu Ball Lightning Supernova Era To Hold Up the Sky The Wandering Earth A View from the Stars At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.

The Philosophy of Science Fiction Film

The Philosophy of Science Fiction Film PDF Author: Steven Sanders
Publisher: University Press of Kentucky
ISBN: 0813172810
Category : Performing Arts
Languages : en
Pages : 241

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Book Description
The science fiction genre maintains a remarkable hold on the imagination and enthusiasm of the filmgoing public, captivating large audiences worldwide and garnering ever-larger profits. Science fiction films entertain the possibility of time travel and extraterrestrial visitation and imaginatively transport us to worlds transformed by modern science and technology. They also provide a medium through which questions about personal identity, moral agency, artificial consciousness, and other categories of experience can be addressed. In The Philosophy of Science Fiction Film, distinguished authors explore the storylines, conflicts, and themes of fifteen science fiction film classics, from Metropolis to The Matrix. Editor Steven M. Sanders and a group of outstanding scholars in philosophy, film studies, and other fields raise science fiction film criticism to a new level by penetrating the surface of the films to expose the underlying philosophical arguments, ethical perspectives, and metaphysical views. Sanders's introduction presents an overview and evaluation of each essay and poses questions for readers to consider as they think about the films under discussion.The first section, "Enigmas of Identity and Agency," deals with the nature of humanity as it is portrayed in Blade Runner, Dark City, Frankenstein, Invasion of the Body Snatchers, and Total Recall. In the second section, "Extraterrestrial Visitation, Time Travel, and Artificial Intelligence," contributors discuss 2001: A Space Odyssey, The Terminator, 12 Monkeys, and The Day the Earth Stood Still and analyze the challenges of artificial intelligence, the paradoxes of time travel, and the ethics of war. The final section, "Brave Newer World: Science Fiction Futurism," looks at visions of the future in Metropolis, The Matrix, Alphaville, and screen adaptations of George Orwell's 1984.

Constellation Games

Constellation Games PDF Author: Leonard Richardson
Publisher:
ISBN: 9781936460236
Category : Fiction
Languages : en
Pages : 368

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Book Description
First contact isn't all fun and games. Ariel Blum is pushing thirty and doesn't have much to show for it. His computer programming skills are producing nothing but pony-themed video games for little girls. His love life is a slow-motion train wreck, and whenever he tries to make something of his life, he finds himself back on the couch, replaying the games of his youth. Then the aliens show up. Out of the sky comes the Constellation: a swarm of anarchist anthropologists, exploring our seas, cataloguing our plants, editing our wikis, and eating our Twinkies. No one knows how to respond--except for nerds like Ariel who've been reading, role-playing and wargaming first-contact scenarios their entire lives. Ariel sees the aliens' computers, and he knows that wherever there are computers, there are video games. Ariel just wants to start a business translating alien games so they can be played on human computers. But a simple cultural exchange turns up ancient secrets, government conspiracies, and unconventional anthropology techniques that threaten humanity as we know it. If Ariel wants his species to have a future, he's going to have to take the step that nothing on Earth could make him take. He'll have to grow up.

Future War

Future War PDF Author: Christopher Coker
Publisher: John Wiley & Sons
ISBN: 1509502351
Category : Political Science
Languages : en
Pages : 168

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Book Description
Will tomorrow's wars be dominated by autonomous drones, land robots and warriors wired into a cybernetic network which can read their thoughts? Will war be fought with greater or lesser humanity? Will it be played out in cyberspace and further afield in Low Earth Orbit? Or will it be fought more intensely still in the sprawling cities of the developing world, the grim black holes of social exclusion on our increasingly unequal planet? Will the Great Powers reinvent conflict between themselves or is war destined to become much 'smaller' both in terms of its actors and the beliefs for which they will be willing to kill? In this illuminating new book Christopher Coker takes us on an incredible journey into the future of warfare. Focusing on contemporary trends that are changing the nature and dynamics of armed conflict, he shows how conflict will continue to evolve in ways that are unlikely to render our century any less bloody than the last. With insights from philosophy, cutting-edge scientific research and popular culture, Future War is a compelling and thought-provoking meditation on the shape of war to come.

The Quiet War

The Quiet War PDF Author: Paul Mcauley
Publisher: Prometheus Books
ISBN: 1616141166
Category : Fiction
Languages : en
Pages : 522

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Book Description
Twenty-third century Earth, ravaged by climate change, looks backwards to the holy ideal of a pre-industrial Eden. Political power has been grabbed by a few powerful families and their green saints. Millions of people are imprisoned in teeming cities; millions more labour on Pharaonic projects to rebuild ruined ecosystems. On the moons of Jupiter and Saturn, the Outers, descendants of refugees from Earth's repressive regimes, have constructed a wild variety of self-sufficient cities and settlements: scientific utopias crammed with exuberant creations of the genetic arts; the last outposts of every kind of democratic tradition. The fragile detente between the Outer cities and the dynasties of Earth is threatened by the ambitions of the rising generation of Outers, who want to break free of their cosy, inward-looking pocket paradises, colonise the rest of the Solar System, and drive human evolution in a hundred new directions. On Earth, many demand pre-emptive action against the Outers before it's too late; others want to exploit the talents of their scientists and gene wizards. Amid campaigns for peace and reconciliation, political machinations, crude displays of military might, and espionage by cunningly wrought agents, the two branches of humanity edge towards war...