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Alternative Historiographies of the Digital Humanities
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Year: 2021 Publisher: Brooklyn, NY punctum books

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"In Silencing the Past: Power and the Production of History, Michel-Rolph Trouillot writes that by examining the process of history we can “discover the differential exercise of power that makes some narratives possible and silences others.” Alternative Historiographies of the Digital Humanities examines the process of history in the narrative of the digital humanities and deconstructs its history as a straight line from the beginnings of humanities computing. By discussing alternatives histories of the digital humanities that address queer gaming, feminist game studies praxis, Cold War military-industrial complex computation, the creation of the environmental humanities, monolingual discontent in DH, the hidden history of DH in English studies, radical media praxis, cultural studies and DH, indigenous futurities, Pacific Rim postcolonial DH, the issue of scale and DH, the radical, indigenous, feminist histories of the digital database, and the possibilities for an antifascist DH, this collection hopes to re-set discussions of the straight, white origin myths of DH. Thus, this collection hopes to reexamine the silences in such a straight and white masculinist history and delineates how power comes into play to shape this straight, white DH narrative.A number of the pieces in this volume go back to the origin myth of the digital humanities to reassess the hagiography of Father Busa by reconsidering and recontextualizing his legacy and his work in relation to media archaeology, politics, Cold War maneuvers, mechanized genocide, the Third Reich, and the military-industrial complex as it has organized various fields, including Asian Studies. This reassessment of comparative genealogies — vis-à-vis Foucault — undergirds an alternative history of the Jesuit hagiography we have so far been unwilling to reexamine for its narrative use in embellishing an origin hagiography/historiography for digital humanities. Other pieces intertwine the digital humanities with other fields — area studies, Asian American Studies, cultural studies, literary studies, and environmental studies — in order to reexamine how the intersections and juxtapositions reveal silences in these histories. And finally, a number of pieces considers alternative praxes in rethinking these histories, whether it is an essay that is a game or a reevaluation of feminist media praxis."


Book
Alternative Historiographies of the Digital Humanities
Authors: ---
Year: 2021 Publisher: Brooklyn, NY punctum books

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Bookmark

Abstract

"In Silencing the Past: Power and the Production of History, Michel-Rolph Trouillot writes that by examining the process of history we can “discover the differential exercise of power that makes some narratives possible and silences others.” Alternative Historiographies of the Digital Humanities examines the process of history in the narrative of the digital humanities and deconstructs its history as a straight line from the beginnings of humanities computing. By discussing alternatives histories of the digital humanities that address queer gaming, feminist game studies praxis, Cold War military-industrial complex computation, the creation of the environmental humanities, monolingual discontent in DH, the hidden history of DH in English studies, radical media praxis, cultural studies and DH, indigenous futurities, Pacific Rim postcolonial DH, the issue of scale and DH, the radical, indigenous, feminist histories of the digital database, and the possibilities for an antifascist DH, this collection hopes to re-set discussions of the straight, white origin myths of DH. Thus, this collection hopes to reexamine the silences in such a straight and white masculinist history and delineates how power comes into play to shape this straight, white DH narrative.A number of the pieces in this volume go back to the origin myth of the digital humanities to reassess the hagiography of Father Busa by reconsidering and recontextualizing his legacy and his work in relation to media archaeology, politics, Cold War maneuvers, mechanized genocide, the Third Reich, and the military-industrial complex as it has organized various fields, including Asian Studies. This reassessment of comparative genealogies — vis-à-vis Foucault — undergirds an alternative history of the Jesuit hagiography we have so far been unwilling to reexamine for its narrative use in embellishing an origin hagiography/historiography for digital humanities. Other pieces intertwine the digital humanities with other fields — area studies, Asian American Studies, cultural studies, literary studies, and environmental studies — in order to reexamine how the intersections and juxtapositions reveal silences in these histories. And finally, a number of pieces considers alternative praxes in rethinking these histories, whether it is an essay that is a game or a reevaluation of feminist media praxis."


Book
Alternative Historiographies of the Digital Humanities
Authors: ---
Year: 2021 Publisher: Brooklyn, NY punctum books

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Export citation

Choose an application

Bookmark

Abstract

"In Silencing the Past: Power and the Production of History, Michel-Rolph Trouillot writes that by examining the process of history we can “discover the differential exercise of power that makes some narratives possible and silences others.” Alternative Historiographies of the Digital Humanities examines the process of history in the narrative of the digital humanities and deconstructs its history as a straight line from the beginnings of humanities computing. By discussing alternatives histories of the digital humanities that address queer gaming, feminist game studies praxis, Cold War military-industrial complex computation, the creation of the environmental humanities, monolingual discontent in DH, the hidden history of DH in English studies, radical media praxis, cultural studies and DH, indigenous futurities, Pacific Rim postcolonial DH, the issue of scale and DH, the radical, indigenous, feminist histories of the digital database, and the possibilities for an antifascist DH, this collection hopes to re-set discussions of the straight, white origin myths of DH. Thus, this collection hopes to reexamine the silences in such a straight and white masculinist history and delineates how power comes into play to shape this straight, white DH narrative.A number of the pieces in this volume go back to the origin myth of the digital humanities to reassess the hagiography of Father Busa by reconsidering and recontextualizing his legacy and his work in relation to media archaeology, politics, Cold War maneuvers, mechanized genocide, the Third Reich, and the military-industrial complex as it has organized various fields, including Asian Studies. This reassessment of comparative genealogies — vis-à-vis Foucault — undergirds an alternative history of the Jesuit hagiography we have so far been unwilling to reexamine for its narrative use in embellishing an origin hagiography/historiography for digital humanities. Other pieces intertwine the digital humanities with other fields — area studies, Asian American Studies, cultural studies, literary studies, and environmental studies — in order to reexamine how the intersections and juxtapositions reveal silences in these histories. And finally, a number of pieces considers alternative praxes in rethinking these histories, whether it is an essay that is a game or a reevaluation of feminist media praxis."


Book
How to Play Video Games
Authors: ---
ISBN: 1479830402 Year: 2019 Publisher: New York, NY : New York University Press,

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Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Keywords

Video games --- Popular culture. --- Social aspects. --- Design. --- Moral and ethical aspects. --- Age of Empires. --- Authorship. --- Avatar. --- BioShock Infinite. --- Bioshock. --- Borderlands. --- Capitalism. --- Casual game. --- Civilization. --- Clash Royale. --- Colonialism. --- Conquest. --- Cookie Clicker. --- Donkey Kong. --- Don’t Starve. --- Empathy. --- Environmental storytelling. --- Ethics. --- FIFA. --- Fatherhood. --- Feminism. --- Feminist game studies. --- First-person shooter. --- Free-to-play. --- Game Dev Tycoon. --- Game criticism. --- Game design. --- Game developers. --- Game industry. --- Game studies. --- Gameplay. --- Gaming capital. --- Gender. --- Grand Theft Auto. --- Heterosexual masculinity. --- Hideo Kojima. --- Immersion. --- Imperialism. --- Independent games. --- Indies. --- Interactivity. --- Inventory. --- Jonathan Blow. --- Ken Levine. --- Kim Kardashian: Hollywood. --- LGBTQ. --- Labor. --- Legend of Zelda. --- Leisure Suit Larry. --- Lucas Pope. --- Magic circle. --- Masculinity. --- Media studies. --- Metal Gear. --- Mobile game. --- Monetization. --- Morality. --- NBA 2K16. --- Narrative. --- Naughty Dog games. --- Nintendo. --- PaRappa the Rapper. --- Papers, Please. --- Planescape Torment. --- Player character. --- Point-and-click adventure. --- Post-apocalyptic. --- Postcolonial. --- Puzzle games. --- QGCon. --- Queer gaming. --- Queerness and Games Conference. --- RPG. --- Race. --- Real-time strategy. --- Realism. --- Role-playing game. --- Shigeru Miyamoto. --- Sid Meier. --- Sierra Online. --- Simulation. --- Sniper Elite III. --- Sound. --- Spike Lee. --- Sports video games. --- Strategy. --- Super Mario Bros. --- Temporality. --- Tetris. --- The Last of Us. --- The Legend of Zelda: Ocarina of Time. --- User-created content. --- User-generated content. --- World-building.


Book
How to Play Video Games
Authors: ---
ISBN: 9781479830404 1479830402 9781479805921 1479805920 9781479802142 147980214X 9781479827985 1479827983 Year: 2019 Publisher: New York, NY : New York University Press,

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Bookmark

Abstract

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building?From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Keywords

Video games --- Popular culture. --- Social aspects. --- Design. --- Moral and ethical aspects. --- Age of Empires. --- Authorship. --- Avatar. --- BioShock Infinite. --- Bioshock. --- Borderlands. --- Capitalism. --- Casual game. --- Civilization. --- Clash Royale. --- Colonialism. --- Conquest. --- Cookie Clicker. --- Donkey Kong. --- Don’t Starve. --- Empathy. --- Environmental storytelling. --- Ethics. --- FIFA. --- Fatherhood. --- Feminism. --- Feminist game studies. --- First-person shooter. --- Free-to-play. --- Game Dev Tycoon. --- Game criticism. --- Game design. --- Game developers. --- Game industry. --- Game studies. --- Gameplay. --- Gaming capital. --- Gender. --- Grand Theft Auto. --- Heterosexual masculinity. --- Hideo Kojima. --- Immersion. --- Imperialism. --- Independent games. --- Indies. --- Interactivity. --- Inventory. --- Jonathan Blow. --- Ken Levine. --- Kim Kardashian: Hollywood. --- LGBTQ. --- Labor. --- Legend of Zelda. --- Leisure Suit Larry. --- Lucas Pope. --- Magic circle. --- Masculinity. --- Media studies. --- Metal Gear. --- Mobile game. --- Monetization. --- Morality. --- NBA 2K16. --- Narrative. --- Naughty Dog games. --- Nintendo. --- PaRappa the Rapper. --- Papers, Please. --- Planescape Torment. --- Player character. --- Point-and-click adventure. --- Post-apocalyptic. --- Postcolonial. --- Puzzle games. --- QGCon. --- Queer gaming. --- Queerness and Games Conference. --- RPG. --- Race. --- Real-time strategy. --- Realism. --- Role-playing game. --- Shigeru Miyamoto. --- Sid Meier. --- Sierra Online. --- Simulation. --- Sniper Elite III. --- Sound. --- Spike Lee. --- Sports video games. --- Strategy. --- Super Mario Bros. --- Temporality. --- Tetris. --- The Last of Us. --- The Legend of Zelda: Ocarina of Time. --- User-created content. --- User-generated content. --- World-building.

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