Just Gaming

Just Gaming
Author: Jean François Lyotard
Publisher: Manchester University Press
Total Pages: 148
Release: 1985
Genre: Justice (Philosophy)
ISBN: 9780719014741

Judging Lyotard

Judging Lyotard
Author: Andrew Benjamin
Publisher: Routledge
Total Pages: 224
Release: 2012-10-12
Genre: Philosophy
ISBN: 1134940637

The work of Jean-Francois Lyotard signals the return of judgement to the centre of philosophical concerns. This collection of papers is the first devoted to his work and provides an estimation and critique of his writings, and included Lyotard's important essay on Sensus Communis.

The Cambridge History of Literary Criticism: Volume 8, From Formalism to Poststructuralism

The Cambridge History of Literary Criticism: Volume 8, From Formalism to Poststructuralism
Author: George Alexander Kennedy
Publisher: Cambridge University Press
Total Pages: 508
Release: 1989
Genre: Literary Criticism
ISBN: 9780521300131

Volume 8 of The Cambridge History of Literary Criticism deals with the most influential and hotly debated areas of literary theory: those developing in Europe but having their main impact in the Anglo-American world of academic literary studies, whose course they have fundamentally redirected. The structuralism, poststructuralism, Russian formalism, semiotics, narratology, hermeneutics, phenomenology, reception theory, and speech act theory associated with European writers including Barthes, Todorov, Derrida, and Iser, are here described in the context of their original development, but with an eye also to their eventual influence; and the volume includes a reflective chapter by Richard Rorty on deconstruction. Incorporating full bibliographies, this volume engages systematically with the history of the twentieth century's most profound and extensive set of cross-cultural intellectual movements.

Curious Video Game Machines

Curious Video Game Machines
Author: Lewis Packwood
Publisher: White Owl
Total Pages: 242
Release: 2023-11-30
Genre: Games & Activities
ISBN: 139907380X

The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.

Gaming the Stage

Gaming the Stage
Author: Gina Bloom
Publisher: University of Michigan Press
Total Pages: 305
Release: 2018-07-10
Genre: Games & Activities
ISBN: 0472053817

Illuminates the fascinating, intertwined histories of games and the Early Modern theater

The Oxford Handbook of Digital Religion

The Oxford Handbook of Digital Religion
Author: Campbell
Publisher: Oxford University Press
Total Pages: 681
Release: 2023-11-15
Genre: Religion
ISBN: 0197549802

"Digital Religion refers to the contemporary practice and understanding of religion in both online and offline contexts, and how these contexts intersect with each other. Scholars in this growing field recognize that religion has been influenced by its engagement with computer-mediated digital spaces, including not only the Internet, but other emerging technologies, such as mobile phones, digital wearables, virtual reality, and artificial intelligence. The Oxford Handbook of Digital Religion provides a comprehensive overview of religion as seen and performed through various platforms and cultural spaces created by digital technology. The text covers religious interaction with a wide range of digital media forms (including social media, websites, gaming environments, virtual and augmented realities, and artificial intelligence) and highlights examples of technological engagement and negotiation within the major world religions (i.e., Buddhism, Christianity, Hinduism, Islam, and Judaism). Additional sections cover the global manifestations of religious community, identity, ethics, and authority, with a final group of chapters addressing emerging technologies and the future of the field. Because of the interdisciplinary nature of the project, the Handbook is led by co-editors representing the humanistic and social scientific fields of religious studies and communication, though both also have experience in how those disciplines intersect"--

Textual Practice

Textual Practice
Author: Terence Hawkes
Publisher: Routledge
Total Pages: 221
Release: 2005-08-03
Genre: Literary Criticism
ISBN: 1134893175

Textual Practice has established itself as Britain's leading journal of radical literary theory.

Digital Games and Mathematics Learning

Digital Games and Mathematics Learning
Author: Tom Lowrie
Publisher: Springer
Total Pages: 318
Release: 2015-10-05
Genre: Education
ISBN: 9401795177

Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.