Videogames and the Gothic


Book Description

This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.




Video Game Policy


Book Description

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.




Speccy-tacular AFL Stories


Book Description

Lace up your boots, pull on your guernsey and get ready to hit the field running with these Brownlow-worthy AFL short stories! A collection of AFL-themed short stories written by some of Australia's sportiest children's authors, including- Michael Wagner (Why I Love Footy and Maxx Rumble series) Tony Wilson (The Selwood Boys series) Nicole Hayes (Footy Girl's Guide to the Stars Of 2017 andThe Whole of My World) Adrian Beck (Kick it to Nick series with Shane Crawford) Michael Panckridge (Big Bash League series) Sherryl Clark (Ellyse Perry series) Patrick Loughlin (Billy Slater, Glenn Maxwell and Football High series) Meredith Costain (Dance Academy series) Shivaun Plozza (Frankieand Tin Heart) David Lawrence (Fox Swift and Ball Stars series) George Ivanoff (You Choose series)




National Theatre Connections 2022


Book Description

It is the scale and range of creative collaboration inherent in theatre that sits at the very heart of National Theatre Connections. National Theatre Connections 2022 draws together ten new plays for young people to perform, from some of the UK's most exciting playwrights. These are plays for a generation of theatre-makers who want to ask questions, challenge assertions and test the boundaries, and for those who love to invent and imagine a world of possibilities. The plays offer young performers an engaging and diverse range of material to perform, read or study. This 2022 anthology represents the full set of ten plays offered by the National Theatre 2022 Festival, as well as comprehensive workshop notes that give insights and inspiration for building characters, running rehearsals and staging a production.




The National Builder


Book Description




Necroscope


Book Description

An instant classic, Brian Lumley's astonishing feat of imagination spawned a universe which Lumley has explored and expanded through more that a baker's dozen of novels and novellas. Millions of copies of Necroscope and its successors are in print in a dozen languages throughout the world. Nominated for the British Fantasy Award, Necroscope has inspired everything from comic books and graphic novels to sculptures and soundtracks. This new edition of Necroscope uses the author's preferred text and includes a special introduction by Brian Lumley, telling how the Necroscope saga came to be. It also includes chapter ornaments by Hugo-Award-Winning artist Bob Eggleton, long identified with Lumley's blood-sucking monsters. As a classic, Necroscope rightfully claims a place in the Orb trade paperback list, for scholars of the field and the dedicated Lumley collector. And also for all the people who have read more than one mass market copy of the book to tatters. Harry Keogh is the man who can talk to the dead, the man for whom every grave willingly gives up its secrets, the one man who knows how to travel effortlessly through time and space to destroy the vampires that threaten all humanity. In Necroscope, Harry is startled to discover that he is not the only person with unusual mental powers--Britain and the Soviet Union both maintain super-secret, psychically-powered espionage organizations. But Harry is the only person who knows about Thibor Ferenczy, a vampire long buried in the mountains of Romania--still horribly alive, in undeath--and Thibor's insane "offspring," Boris Dragosani, who rips information from the souls of the dead in a terrible, ever-lasting form of torture. Somehow, Harry must convince Britain's E-Branch that only by working together can they locate and destroy Dragosani and his army of demonic warriors--before the half-vampire succeeds in taking over the world! At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




Cyberthreats and the Decline of the Nation-State


Book Description

This book explores the extraordinary difficulties a nation-state’s law enforcement and military face in attempting to prevent cyber-attacks. In the wake of recent assaults including the denial of service attack on Estonia in 2007 and the widespread use of the Zeus Trojan Horse software, Susan W. Brenner explores how traditional categories and procedures inherent in law enforcement and military agencies can obstruct efforts to respond to cyberthreats. Brenner argues that the use of a territorially-based system of sovereignty to combat cyberthreats is ineffective, as cyberspace erodes the import of territory. This problem is compounded by the nature of cybercrime as a continually evolving phenomenon driven by rapid and complex technological change. Following an evaluation of the efficacy of the nation-state, the book goes on to explore how individuals and corporations could be integrated into a more decentralized, distributed system of cyberthreat control. Looking at initiatives in Estonia and Sweden which have attempted to incorporate civilians into their cyber-response efforts, Brenner suggests that civilian involvement may mediate the rigid hierarchies that exist among formal agencies and increase the flexibility of any response. This book will be of great interest to students and researchers of information technological law and security studies.




Speccy Nation


Book Description

A tribute to the ZX Spectrum and the golden age of British gaming from veteran games journalist Dan Whitehead. Witty write-ups on fifty classic games that helped define the ZX Spectrum.




Electronic Dreams


Book Description

How did computers invade the homes and cultural life of 1980s Britain? Remember the ZX Spectrum? Ever have a go at programming with its stretchy rubber keys? How about the BBC Micro, Acorn Electron, or Commodore 64? Did you marvel at the immense galaxies of Elite, master digital kung-fu in Way of the Exploding Fist or lose yourself in the surreal caverns of Manic Miner? For anyone who was a kid in the 1980s, these iconic computer brands are the stuff of legend. In Electronic Dreams, Tom Lean tells the story of how computers invaded British homes for the first time, as people set aside their worries of electronic brains and Big Brother and embraced the wonder-technology of the 1980s. This book charts the history of the rise and fall of the home computer, the family of futuristic and quirky machines that took computing from the realm of science and science fiction to being a user-friendly domestic technology. It is a tale of unexpected consequences, when the machines that parents bought to help their kids with homework ended up giving birth to the video games industry, and of unrealised ambitions, like the ahead-of-its-time Prestel network that first put the British home online but failed to change the world. Ultimately, it's the story of the people who made the boom happen, the inventors and entrepreneurs like Clive Sinclair and Alan Sugar seeking new markets, bedroom programmers and computer hackers, and the millions of everyday folk who bought in to the electronic dream and let the computer into their lives.




National Theatre Connections 2018


Book Description

Theatre has a funny way of getting to the heart of who we are now and – particularly in the case of Connections – who we are going to be. Drawing together the work of nine leading playwrights, National Theatre Connections 2018 features work by some of the most exciting contemporary playwrights. Gathered together in one volume, the plays offer young performers an engaging selection of material to perform, read or study. From friends building bridges and siblings breaking down walls; girls making their voice heard and boys searching for home; and not forgetting a band of unlikely action heroes taking control of the weather. The anthology contains nine play scripts along with imaginative production notes and exercises, as well as a short introduction to the writing process for the tenth Connections play [ BLANK ] by Alice Birch. National Theatre Connections is an annual festival which brings new plays for young people to schools and youth theatres across the UK and Ireland. Commissioning exciting work from leading playwrights, the festival exposes actors aged 13-19 to the world of professional theatre-making, giving them full control of a theatrical production - from costume and set design to stage management and marketing campaigns. NT Connections have published over 150 original plays and regularly works with 500 theatre companies and 10,000 young people each year.