Digital Make-Believe


Book Description

Make-believe plays a far stronger role in both the design and use of interfaces, games and services than we have come to believe. This edited volume illustrates ways for grasping and utilising that connection to improve interaction, user experiences, and customer value. Useful for designers, undergraduates and researchers alike, this new research provide tools for understanding and applying make-believe in various contexts, ranging from digital tools to physical services. It takes the reader through a world of imagination and intuition applied into efficient practice, with topics including the connection of human-computer interaction (HCI) to make-believe and backstories, the presence of imagination in gamification, gameworlds, virtual worlds and service design, and the believability of make-believe based designs in various contexts. Furthermore, it discusses the challenges inherent in applying make-believe as a basis for interaction design, as well as the enactive mechanism behind it. Whether used as a university textbook or simply used for design inspiration, Digital Make-Believe provides new and efficient insight into approaching interaction in the way in which actual users of devices, software and services can innately utilise it.




Urban Play


Book Description

Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.




Mimesis as Make-Believe


Book Description

Representations in visual arts and fiction play an important part in our lives and culture. Walton presents a theory of the nature of representation, which shows its many varieties and explains its importance. His analysis is illustrated with examples from film, art, literature and theatre.




The House of Make-Believe


Book Description

An attempt to cover all aspects of children's make-believe. The authors examine how imaginative play begins and develops and provide examples and evidence on the young child's invocation of imaginary friends, the adolescent's daring games and the adult's private imagery and inner thought.




How to Make Believe


Book Description

A major question in studies of aesthetic expression is how we can understand and explain similarities and differences among different forms of representation. In the current volume, this question is addressed through the lens of make-believe theory, a philosophical theory broadly introduced by two seminal works - Kendall Walton's Mimesis as Make-Believe and Gregory Currie's The Nature of Fiction, both published 1990. Since then, make-believe theory has become central in the philosphical discussion of representation. As a first of its kind, the current volume comprises 17 detailed studies of highly different forms of representation, such as novels, plays, TV-series, role games, computer games, lamentation poetry and memoirs. The collection contributes to establishing make-believe theory as a powerful theoretical tool for a wide array of studies traditionally falling under the humanities umbrella.




Killing Monsters


Book Description

Children choose their heroes more carefully than we think. From Pokemon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even violent and trashy entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions, helps them build stronger selves, leaves them less at the mercy of the pop-culture industry, and strengthens parent-child bonds. Jones has written for the Spider-Man, Superman, and X-Men comic books and created the Haunted Man series for the Web. He has also explored the cultural meanings of comic books and sitcoms in two well-received books. In Killing Monsters he presents a fresh look at children's fantasies, the entertainment industry, and violence in the modern imagination. This reassuring book, as entertaining as it is provocative, offers all of us-parents, teachers, policymakers, media critics-new ways to understand the challenges and rewards of explosive material. News From Killing Monsters: Packing a toy gun can be good for your son-or daughter. Contrary to public opinion, research shows that make-believe violence actually helps kids cope with fears. Explosive entertainment should be a family affair. Scary TV shows can have a bad effect when children have no chance to discuss them openly with adults. It's crucial to trust kids' desires. What excites them is usually a sign of what they need emotionally. Violent fantasy is one of the best ways for kids to deal with the violence they see in real life.




Making Make-Believe Real


Book Description

Shakespeare’s plays abound with kings and leaders who crave a public stage and seize every opportunity to make their lives a performance: Antony, Cleopatra, Richard III, Othello, and many others. Such self-dramatizing characters appear in the work of other playwrights of the era as well, Marlowe’s Edward II and Tamburlaine among them. But Elizabethan playwrights were not alone in realizing that a sense of theater was essential to the exercise of power. Real rulers knew it, too, and none better than Queen Elizabeth. In this fascinating study of political stagecraft in the Elizabethan era, Garry Wills explores a period of vast cultural and political change during which the power of make-believe to make power real was not just a theory but an essential truth. Wills examines English culture as Catholic Christianity’s rituals were being overturned and a Protestant queen took the throne. New iconographies of power were necessary for the new Renaissance liturgy to displace the medieval church-state. The author illuminates the extensive imaginative constructions that went into Elizabeth’s reign and the explosion of great Tudor and Stuart drama that provided the imaginative power to support her long and successful rule.




Make-Believe Wife


Book Description

"With his rakish reputation and reluctance to wed, Lord Luke Clarendon is now in need of a make-believe wife. And he's charming enough to convince the beautiful runaway actress Roxanne to play his leading lady. Roxanne's head cautions her against becoming involved with Luke, but it's an offer she can't refust. As well as offering her financial security, Luke promises to help Roxanne's quest to discover her true identity."--Page 4 of cover.




The Girl With The Make-Believe Husband


Book Description

There were Bridgertons before the eight alphabetically named siblings. In this second of the Bridgerton Prequel series, following Because of Miss Bridgerton, we go back to where it all began. . . from #1 New York Times bestselling author Julia Quinn. While you were sleeping... With her brother Thomas injured on the battlefront in the Colonies, orphaned Cecilia Harcourt has two unbearable choices: move in with a maiden aunt or marry a scheming cousin. Instead, she chooses option three and travels across the Atlantic, determined to nurse her brother back to health. But after a week of searching, she finds not her brother but his best friend, the handsome officer Edward Rokesby. He's unconscious and in desperate need of her care, and Cecilia vows that she will save this soldier's life, even if staying by his side means telling one little lie... I told everyone I was your wife When Edward comes to, he's more than a little confused. The blow to his head knocked out three months of his memory, but surely he would recall getting married. He knows who Cecilia Harcourt is—even if he does not recall her face—and with everyone calling her his wife, he decides it must be true, even though he'd always assumed he'd marry his neighbor back in England. If only it were true... Cecilia risks her entire future by giving herself—completely—to the man she loves. But when the truth comes out, Edward may have a few surprises of his own for the new Mrs. Rokesby.




Making Believe


Book Description

With the rise of digital effects in cinema the human performer is increasingly the only "real" element on screen. Making Believe sheds new light on screen performance by historicizing it within the context of visual and special effects cinema and technological change in filmmaking, through the silent, early sound, and current digital eras.