Games and Empires

Games and Empires PDF Author: Allen Guttmann
Publisher:
ISBN: 9780231100434
Category : Social Science
Languages : en
Pages : 288

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Book Description
An exploration of the ways in which modern sports have spread from their Western roots to all corners of the globe. Could this be another form of cultural imperialism?

Games and Empires

Games and Empires PDF Author: Allen Guttmann
Publisher:
ISBN: 9780231100434
Category : Social Science
Languages : en
Pages : 288

Get Book

Book Description
An exploration of the ways in which modern sports have spread from their Western roots to all corners of the globe. Could this be another form of cultural imperialism?

Bolt Action: Empires in Flames

Bolt Action: Empires in Flames PDF Author: Warlord Games
Publisher: Bloomsbury Publishing
ISBN: 1472813537
Category : Games & Activities
Languages : en
Pages : 320

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Book Description
Far from the battlefields of Europe and North Africa, Allied forces fought a very different war against another foe, from the jungles of Burma to the islands of the Pacific and the shores of Australia. This new Theatre Book for Bolt Action allows players to command the spearhead of the lightning Japanese conquests in the East or to fight tooth and nail as Chindits, US Marines and other Allied troops to halt the advance and drive them back. Scenarios, special rules and new units give players everything they need to recreate the ferocious battles and campaigns of the Far East, from Guadalcanal to Okinawa, Singapore, the Philippines, Iwo Jima and beyond.

Open World Empire

Open World Empire PDF Author: Christopher B. Patterson
Publisher: NYU Press
ISBN: 147988636X
Category : Social Science
Languages : en
Pages : 360

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Book Description
Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.

Games of Empire

Games of Empire PDF Author: Nick Dyer-Witheford
Publisher: U of Minnesota Press
ISBN: 1452942706
Category : Social Science
Languages : en
Pages : 462

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Book Description
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

Empire Games

Empire Games PDF Author: Charles Stross
Publisher: Pan Macmillan
ISBN: 1447246276
Category : Fiction
Languages : en
Pages : 400

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Book Description
A time of ambition, treachery and dangerous secrets . . . Rita Douglas is plucked from her dead-end job and trained as a reluctant US spy. All because she has the latent genetic talent to hop between alternate timelines - and infiltrate them. Her United States is waging a high-tech war, targeting assassins who can move between worlds to deliver death on a mass scale, and Rita will be their secret weapon. Miriam Beckstein has her own mission, as a politician in an industrial revolution North America. She must accelerate her world's technology before their paranoid American twin finds them. It would blow them to hell. After all, they've done it before. Each timeline also battles internal conspiracies, as a cold war threatens to turn white hot. But which world is the aggressor - and will Rita have to choose a side? Empire Games is the first book in the exciting series set in the same world as Charles Stross' The Merchant Princes series. 'Mind-boggling, complex and truly brilliant' Daily Mail

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.

Marx at the Arcade

Marx at the Arcade PDF Author: Jamie Woodcock
Publisher: Haymarket Books
ISBN: 1608468674
Category : Games & Activities
Languages : en
Pages : 172

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Book Description
More people are playing video games than ever before, and yet much of the work of their production remains obscured to us. Deploying a Marxist approach, Jamie Woodcock delves into the hidden abode of the gaming industry, unravelling the vast networks of artists, software developers, and factory and logistics workers whose material and immaterial labor flows into the products we consume on a gargantuan scale. Beyond this, the book analyzes the increasingly important role the gaming industry plays in contemporary capitalism, and the broader transformations of work and economy that it embodies. Woodcock also presents game-play itself not as a “deviant activity,” as it is often understood, but as a commentary of estrangement from contemporary forms of work. In so doing, it offers a fresh and much needed analysis of a sector which has for too long been neglected by scholars and labor activists alike.

The Web of Empire

The Web of Empire PDF Author: Alison Games
Publisher: Oxford University Press
ISBN: 0199733384
Category : History
Languages : en
Pages : 394

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Book Description
In this work, Alison Games explores the period when England challenged dominion over the American continents, established new long-distance trade routes in the eastern Mediterranean and the East Indies, and emerged in the 17th century as an empire to reckon with.

Sex and the Civil War

Sex and the Civil War PDF Author: Judith Giesberg
Publisher: UNC Press Books
ISBN: 1469631288
Category : History
Languages : en
Pages : 152

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Book Description
Civil War soldiers enjoyed unprecedented access to obscene materials of all sorts, including mass-produced erotic fiction, cartes de visite, playing cards, and stereographs. A perfect storm of antebellum legal, technological, and commercial developments, coupled with the concentration of men fed into armies, created a demand for, and a deluge of, pornography in the military camps. Illicit materials entered in haversacks, through the mail, or from sutlers; soldiers found pornography discarded on the ground, and civilians discovered it in abandoned camps. Though few examples survived the war, these materials raised sharp concerns among reformers and lawmakers, who launched campaigns to combat it. By the war's end, a victorious, resurgent American nation-state sought to assert its moral authority by redefining human relations of the most intimate sort, including the regulation of sex and reproduction—most evident in the Comstock laws, a federal law and a series of state measures outlawing pornography, contraception, and abortion. With this book, Judith Giesberg has written the first serious study of the erotica and pornography that nineteenth-century American soldiers read and shared and links them to the postwar reaction to pornography and to debates about the future of sex and marriage.

The Age of Empires

The Age of Empires PDF Author: Robert Aldrich
Publisher: Thames & Hudson
ISBN: 0500775303
Category : History
Languages : en
Pages : 424

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Book Description
The critical story of thirteen empires, showing their key role in the foundation of today’s global civilization. For over five hundred years, empires have been a feature of the political landscape, and today, many contemporary conflicts resonate with issues tied to colonial conquest and the uneasy situations they produced. Empires evoke potent images: Henry Morton Stanley, David Livingstone, and the gallery of colonial explorers; the Spanish conquistadors’ quest for gold and silver; and the Dutch heritage of trade in the East Indies. These legacies still pose major issues for historians who study their key role in the foundation of today’s global civilization. The Age of Empires frames the era of empires with maps of explorations, chronologies of voyages, records of settlers and administrators, the balance sheets of commerce, and other records that made up the Age of Empires. This account incorporates research from across the globe and vivid illustrations to tell a story full of conflict, cruelty, great journeys, and influence.