Profanations


Book Description

The Italian philosopher Giorgio Agamben has always been an original reader of texts, understanding their many rich and multiple historical, aesthetic, and political meanings and effects. In Profanations, Agamben has assembled for the first time some of his most pivotal essays on photography, the novel, and film. A meditation on memory and oblivion, on what is lost and what remains, Profanations proves yet again that Agamben is one of the most provocative writers of our times. In ten essays, Agamben rethinks approaches to a series of literary and philosophical problems: the relation between genius, ego, and theories of subjectivity; the problem of messianic time as explicated in both images and lived experience; parody as a literary paradigm; the potential of magic to provide an ethical canon. The range of topics and themes addressed here attest to the very creativity of Agamben’s singular mode of thought and his persistent pursuit to grasp the act of witnessing, sometimes futile, sometimes earth-shattering — the talking cricket in Pinocchio; “helpers” in Kafka’s novels; pictorial representations of the Last Judgment, of anonymous female faces, and of Orson Wells’s infamous object of obsession Rosebud. “In Praise of Profanity,” the central essay of this small but dense book, confronts the question of profanity as the crucial political task of the moment. An act of resistance to every form of separation, the concept of profanation — as both the “return to common usage” and “sacrifice” — reorients perceptions of how power, consumption, and use interweave to produce an urgent political modality and desire: to profane the unprofanable. In short, Agamben provides not only a new and potent theoretical model but also a writerly style that itself forges inescapable links between literature, politics, and philosophy.




Rethinking Gamification


Book Description

Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!




Formless


Book Description

Published to accompany exhibition held at the Centre Georges Pompidou, Paris 22/5 - 26/8 1996.




Nutrition and Performance in Sport


Book Description




Future Narratives


Book Description

This head volume of the 'Narrating Futures' series defines and identifies Future Narratives. It parses their characteristic features and aims at an abstract classification of the whole corpus, irrespective of its concrete manifestations across the media. Drawing on different theorems and approaches, it offers a unified theory and a poetics of Future Narratives. Locating the media-historical moment of their emergence, this volume paves the way for the following volumes, which deal with how Future Narratives are refracted through different media.




In-Game


Book Description

An investigation of what makes digital games engaging to players and a reexamination of the concept of immersion. Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion—a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases—the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay—as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation—a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.




Gaming the Stage


Book Description

Illuminates the fascinating, intertwined histories of games and the Early Modern theater




Diversity of Play


Book Description

The early days when digital games were new, harmless and niche are long gone. Today's games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of contemporary society. Based on the keynote lectures held at DiGRA2015, Diversity of Play provides a critical view on the current state of digital games from theoretical, artistic, and practical perspectives. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg, Diversity of Play explores the uncanny in games, the power of "unnatural" narratives, and the exceptions and uncertainties of digital ludic environments.




Escape the Game


Book Description

Escape rooms are a new, fun and immersive way for people to play. They provide a venue for players to work together to overcome an exciting challenge -- a challenge you will make. Escape rooms are sometimes known as escape games, exit games, puzzle rooms, adventure rooms, riddle rooms, and other names. --Page 11.




Digital games and learning


Book Description

Play is an interactive and fun learning activity. Thanks to digitization, there is an upswing in the game-based learning sector which opens up opportunities for all-age audience to use Digital Games for Learning (DGL): from kids to elders. This book emphasizes the potential of digital games for lifelong learning and deals with the different aspects one should take into consideration to create and to implement digital games for learning. Whether you’re a parent, a teacher, an ICT developer or you’re just curious about the pedagogical uses of digital games, this book was made for you.