Gaming and the Virtual Sublime

Gaming and the Virtual Sublime
Title Gaming and the Virtual Sublime PDF eBook
Author Matthew Spokes
Publisher Emerald Group Publishing
Total Pages 184
Release 2020-08-28
Genre Computers
ISBN 1838674314

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Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.

Gaming the System

Gaming the System
Title Gaming the System PDF eBook
Author David J. Gunkel
Publisher Indiana University Press
Total Pages 214
Release 2018-05-09
Genre Games & Activities
ISBN 0253035759

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Gaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions—put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Žižek—can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

Difficult Death, Dying and the Dead in Media and Culture

Difficult Death, Dying and the Dead in Media and Culture
Title Difficult Death, Dying and the Dead in Media and Culture PDF eBook
Author Sharon Coleclough
Publisher Springer Nature
Total Pages 293
Release 2023-11-25
Genre Social Science
ISBN 3031407326

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This book responds to a growing interest in death, dying and the dead within and beyond the field of death studies. The collection defines an understanding of ‘difficult death’ and examines the differences between death, dying and the dead, as well as exploring the ethical challenges of researching death in mediated form. The collection is attendant to the ways in which difficult deaths are imbricated in power structures both before and after they become mediatised in culture. As such, the work navigates the many political and social complexities and inequalities – what might be deemed the difficulties – of death, dying and the dead. The book seeks to expand understandings of the difficulty of death in media and culture through a wide range of chapters from different contexts focused on literature, film, television, and in online environments, as well as several chapters examining news reportage of difficult deaths.

Critical Gaming: Interactive History and Virtual Heritage

Critical Gaming: Interactive History and Virtual Heritage
Title Critical Gaming: Interactive History and Virtual Heritage PDF eBook
Author Erik Champion
Publisher Routledge
Total Pages 232
Release 2016-03-09
Genre Language Arts & Disciplines
ISBN 1317157397

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This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Ethics in the Virtual World

Ethics in the Virtual World
Title Ethics in the Virtual World PDF eBook
Author Garry Young
Publisher Routledge
Total Pages 190
Release 2014-09-11
Genre Philosophy
ISBN 1317547233

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Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there be a limit to what can be enacted or represented within these games? Or, is it all just a game?

The Future Of The Video Game Industry, How Advanced Technologies Can Revolutionize The Video Game Industry, And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century

The Future Of The Video Game Industry, How Advanced Technologies Can Revolutionize The Video Game Industry, And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century
Title The Future Of The Video Game Industry, How Advanced Technologies Can Revolutionize The Video Game Industry, And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century PDF eBook
Author Dr. Harrison Sachs
Publisher The Epic Books Of Dr. Harrison Sachs
Total Pages 42
Release 2020-06-26
Genre Business & Economics
ISBN

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This essay sheds light on the future of the video game industry, explicates how advanced technologies can revolutionize the video game industry, and demystifies why esports have become popular as a type of spectator sport in the 21st century . The future of the video industry will not only be characterized by dynamism as it continues to metaphorically evolve, but will also be eminently auspicious for competitors in the video game industry. Technological advancements have profoundly changed the video game industry and have rendered it all the more technology-driven by sophisticated technologies. The video industry shows no signs of contracting anytime in the imminent future. The future of the video game industry is apt be more sublime than envisioned, especially as technological advancements are made which can further revolutionize the behemoth video game industry. In 2024, it is possible to play video games in an ultra-high definition 4,000 pixels resolution. In other words, the future of the video game industry will not be solely limited to shovelware mobile games pervading the video game industry. “The global gaming market was valued at $151,550,000,000 in 2019 and is expected to reach a value of $256,970,000,000 by 2025, registering a compound annual growth rate of 9.17% over the forecast period of 2020–2025. Game developers across emerging economies are continually striving to enhance gamer's experience, launching, and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, which are incorporated into one product provided to the gamers through the cloud platform. The emergence of cloud gaming” (“Gaming Market - Growth,” n.d.) has helped to substantially drive growth in the video game market. In the coming years, cloud gaming, mobile gaming, PC gaming, and console gaming are apt to become all the more prevalent as entertainment options among customers. “Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming” (“Gaming Market - Growth,” n.d.). The rising popularity of esports, gaming live streams, and gameplay videos have also contributed to the growth of the behemoth video game industry. It stands to preponderantly reason that the future of the video game industry will not only allow the video game industry to reach an unprecedented size, but will also attract more competitors to enter the sizable video game industry. In the coming years, similarly to video streaming subscription services, such as Netflix and Hulu, customers are apt to have more video game streaming subscription services available to them with a broader selection of video games to choose from playing. In other words, for a monthly subscription fee, customers will be able to have the option to stream a myriad of video games on their video game home consoles and/or computers. In the coming years, video game streaming subscription services is apt to offer a plethora of video game streaming services. “This new sector is also seen as a serious competitor for the game market” (“The Impact Of,” 2019). The console video game segment is no longer the utmost lucrative segment of the sizable video game market. In the coming years, the future of the video game industry is apt to offer far more to customers than merely just new home console video games and new “virtual reality and augmented reality” (Koss, 2020) video game experiences. In 2019, the video game industry generated over $6,300,000,000 in revenue (Koss, 2020) from “augmented reality and virtual reality” (Koss, 2020) video games. Much to the relief of gamers, “companies are busy making virtual reality experiences more consumer-friendly, and it is only a matter of time before both the weight and price of virtual reality headsets drop” (Koss, 2020). Modern virtual reality video games are a far cry from the outmoded retro virtual reality video games of the 20th Century. In stark contrast virtual reality video games, augmented reality video games do not require the usage of a bulky headset to play and allow gamers to “interact with reality and not be removed from it” (Koss, 2020) when playing an augmented reality video game.

Lockdown Leisure

Lockdown Leisure
Title Lockdown Leisure PDF eBook
Author Jan Andre Lee Ludvigsen
Publisher Taylor & Francis
Total Pages 260
Release 2023-12-01
Genre Sports & Recreation
ISBN 1003817726

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This book examines the concept of ‘lockdown leisure’ as closely related to the Covid-19 pandemic. Through a range of inter-disciplinary chapters, the volume unpacks leisure life in lockdown contexts through a range of empirical, conceptual and theoretical contributions. In many countries, a key response to the global Covid-19 pandemic was the implementation of national, regional or local lockdowns. Focusing on the diverse medium and long-term socio-cultural impacts of the Covid-19 pandemic, this book examining how various forms of lockdowns impacted leisure activities, industries, cultures and spaces across a variety of transnational contexts. It contains original chapters on topics including but not limited to physical activity, cultural participation, recreation and green spaces, technology, and social exclusion. And so, it shows how Covid-19 lockdowns transformed existing, and produced new, leisure activities. This book is a fascinating reading for students and researchers of leisure studies, sociology, media and cultural studies, youth studies, and educational studies. The chapters in this book were originally published in the journal, Leisure Studies.