Book (collection)

By Hannah Ackermans, 9 August, 2017
Language
Year
Publisher
Record Status
Abstract (in English)

This is the book of abstracts and catalogs of ELO 2017: Affiliations, Communities, Translations.  It includes abstracts to all workshops, roundtable discussions, lightning talks, research papers and panels, readings, performances and screenings, and exhibitions that are part of ELO 2017 conference and festival at UFP and other venues in Porto, Portugal.

For more information, see the individual elements of the programme.

By Lori Ricigliano, 15 June, 2017
Author
Publication Type
Language
Year
Publisher
ISBN
9781137386687
Pages
268
License
All Rights reserved
Record Status
Librarian status
Approved by librarian
Abstract (in English)

The Internet is the most terrifying and most beautifully innovative invention of the twentieth century. Using film theory and close textual analysis, Tucker offers an explanation of the Internet and a brief history of its portrayal on film in order examine how it has shaped contemporary versions of self-identity, memory, and the human body.

By Scott Rettberg, 23 February, 2017
Publication Type
Language
Year
ISBN
978-0-8166-8004-7
Journal volume and issue
42
License
All Rights reserved
Record Status
Abstract (in English)

Proposes a new paradigm for the humanities by recognizing print as a medium within a comparative context

Primarily arguing for seeing print as a medium along with the scroll, electronic literature, and computer games, this volume examines the potential transformations if academic departments embraced a media framework. The editors bring together an impressive range of leading scholars to offer new insights for better understanding the implications of the choices we, and our institutions, are making.  

(Source: University of Minnesota Press catalog)

By Mark Marino, 27 August, 2016
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
License
MIT
Record Status
Abstract (in English)

Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media."

Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play.

Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game).

In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.

The source - https://mitpress.mit.edu/books/second-person

Pull Quotes

"Selling US Wars is a collection of essays by renowned experts from around the world. It examines the excuses for war - nuclear weapons, terrorism, "failed states," drugs, humanitarian intervention, and democracy - and analyzes the pretexts for the US invasions of Afghanistan and Iraq, as well as Washington's aggressive policies in Colombia, Palestine, and Iran. It gets behind the subterfuges to expose how Washington's spin-doctors worked to present its wars as humane, lawful, and necessary to keep Americans safe - and why the campaigns sometimes succeeded."--BOOK JACKET

The source - www.worldcat.org

By Alvaro Seica, 1 June, 2016
Publication Type
Language
Year
ISBN
978-1-118-68059-9
Record Status
Abstract (in English)

This highly-anticipated volume has been extensively revised to reflect changes in technology, digital humanities methods and practices, and institutional culture surrounding the valuation and publication of digital scholarship. 

  • A fully revised edition of a celebrated reference work, offering the most comprehensive and up-to-date collection of research currently available in this rapidly evolving discipline 
  • Includes new articles addressing topical and provocative issues and ideas such as retro computing, desktop fabrication, gender dynamics, and globalization 
  • Brings together a global team of authors who are pioneers of innovative research in the digital humanities 
  • Accessibly structured into five sections exploring infrastructures, creation, analysis, dissemination, and the future of digital humanities
  • Surveys the past, present, and future of the field, offering essential research for anyone interested in better understanding the theory, methods, and application of the digital humanities(Source: Publisher's website)