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2020 ◽  
pp. 150-154
Author(s):  
Christopher B. Patterson

This transitional chapter summarizes the arguments in part 1 of the book, seeing them as renditions of debates concerning the author, the audience, and the text. Part 1 also catered to what Eve Sedgwick calls a paranoid form of reading, one reliant upon exposing the realities behind dominant discourses of empire as the primary means to create change. Part 2, in contrast, will extend these arguments by seeing games not as utilities but as objects in the world that offer erotic experiences and nourish audiences in unexpected ways. This chapter lays the groundwork for part 2, which will attempt to show how digital games, as interactive forms of storytelling and play, measure pleasures and affects, attenuate gamers to bodily perceptions, and help perceive how power takes hold of one’s conduct, body, and frailty.

2020 ◽  
Vol 32 (3) ◽  
pp. 74-90
Author(s):  
T. Majkowski ◽  

This paper employs Mikhail Bakhtin’s concept of heteroglossia as a frame­work to interpret internal tensions within contemporary digital games. To that end, I propose to acknowledge the multimodal character of entertain­ment software, with audial, visual, haptic, spatiotemporal and systemic elements of a game in constant interaction. But to properly understand said tensions — frequently dubbed “dissonance” in game criticism — it is im­portant to acknowledge the complex multimodal structure of games that attempt to utilize culturally-rooted ways to describe the world, sometimes trying to combine several such ways at once. As a result, ‚game-languages‘ are born: ways to utilize all game components to cover the specificity of certain narrative genres, to explain the nature of the world in terms con­sistent with its ideological stance. Quite often, one game combines several game-languages, and their mutually exclusive ideologies are a source of tension and dissonance. To illustrate the issue, I describe how three pri­mary game-languages of Uncharted 3 — the language of Adventure, the language of Heroics, and the language of the Traditional Game — compete to describe an armed conflict to the player.


Author(s):  
Brian Herrig

This chapter discusses the development and implementation of an introductory programming unit within a seventh grade technology education course. The goal of this unit was to introduce the concepts of programming to middle school students in a way that was accessible and unintimidating. Digital games provide an inherent level of engagement not present in other programming activities, and the digital game environment provides a safe platform for experimentation without concern for safety or equipment. The curriculum described in this chapter provides many practical examples of how digital games can be incorporated into a technology education classroom to engage students in the world of programming.


2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


Author(s):  
Clara Fernandez-Vara

The video game adaptation of Blade Runner (1997) exemplifies the challenges of adapting narrative from traditional media into digital games. The key to the process of adaptation is the fictional world, which it borrows both from Philip K. Dick's novel Do Androids Dream of Electric Sheep? (1968) and Ridley Scott's film Blade Runner (1982). Each of these works provides different access points to the world, creating an intertextual relationship that can be qualified as transmedia storytelling, as defined by Jenkins (2006). The game utilizes the properties of digital environments (Murray, 2001) in order to create a world that the player can explore and participate in; for this world to have the sort of complexity and richness that gives way to engaging interactions, the game resorts to the film to create a visual representation, and to the themes of the novel. Thus the game is inescapably intertextual, since it needs of both source materials in order to make the best of the medium of the video game.


2019 ◽  
Vol 9 (4) ◽  
pp. 275-289 ◽  
Author(s):  
Pekka Mertala ◽  
Mikko Meriläinen

Although digital games have become a constituent part of young children’s lives, not enough is known about the kinds of meanings children give to games and gaming. This qualitative study contributes to resolving this need by engaging 26 5- to 7-year-old Finnish preschoolers in an open-ended drawing task to answer the following research questions: What aspects of digital games appear meaningful for young children when they act as game designers? Why are these aspects meaningful for young children? The findings suggest that children are not mere passive consumers of digital games but are agentic meaning-makers who are capable of critically evaluating digital games when a safe and supportive space and the appropriate medium are provided. The children refined, modified, and personalized existing influential games by replacing the leading male character with a female one or by having a player operate as the antagonist instead of the hero. The findings suggest that there are vast unexplored dimensions for scholars to engage with in young children’s gaming cultures, children’s perceptions of game content, early game literacy, as well as children’s meaning-making in games. Implications for pedagogy of early childhood education are discussed.


2020 ◽  
Vol 7 (1) ◽  
pp. 59-76 ◽  
Author(s):  
Jamie L. Worms ◽  
Adrián Gras-Velázquez

Instagram is a virtual, multi-authored platform that symbolizes geographic realities by allowing its users to capture time-and-space-specific characteristics through photographs or videos. As opposed to the selective reproduction of dominant discourses, Instagram users collaboratively produce multiple truths based on their own personal perceptions and experiences. Considering that favelas in Brazil are some of the most stigmatized, misrepresented and misunderstood places in the world, this article follows the term ‘favela’ (#favela) to better understand how it is being used by the masses in 2019. Ultimately, this article analyses the space and identity of ‘favelas’ in urban Brazil by dividing our findings into three separate categories: (1) ‘hashtag favela as advertising’, (2) ‘hashtag favela as tourism’ and (3) ‘hashtag favela as everyday’. We found that although Instagram promotes the ability of favela residents to represent themselves, #favela continues to be co-opted by outsiders. Interestingly, when the term is co-opted by outsiders, its meaning is transformed from a physical space or neighbourhood into one of the many types of commodities to be bought and sold.


Author(s):  
Olena Snytko

The paper examines the suggestive potential of political speeches of state leaders. The author argues that the greatest political addresses given at turning points in history demonstrate a programming effect and, consequently, are intended as texts with suggestive features. The current study proves that rhythm is the essential feature of a suggestive text. The rhythm is a complex phenomenon built on the balanced alternation or repetition of certain elements (formal and semantic). The distinctive rhythm for political address is established via lexical and, broader, semantic repetition of key verbal elements carrying dominant meanings which comprise two opposite functional textual groups via grammatical (morphological and syntactic) patterns or parallelism, accompanied by phonetic repetition. Such repetition serves the communicative-pragmatic purpose of the suggestor, namely, to consolidate the dominant meanings. The results of this study indicate that emotiogenic attributes (or qualifiers) aimed at emotional "charging" of the target audience are the primary means of suggestion. The texts of political speeches contain the elements of solemn rhetoric and pathetic appeal to the sacred forces. Political addresses of state leaders provide a strong impetus for creating meaningful public narratives favouring one or another political course of society. Furthermore, an informative political speech, which employs suggestive techniques, serves as a potent tool to exercise power over the target audience and as a means to shape public opinion and influence the mood in society. Finally, the political leader plays the role of an authoritative communicator who organizes, structures the individual's picture of the world, helps to resist communicative warfare and gives people a sense of order in a life of chaos.


Author(s):  
Justin Thomas McDaniel

Of the top thirty tallest statues in the world, 26 are either Buddhas or Bodhisattvas. Buddhists, especially in the 20th century, have been built some of the largest spectacle attractions in global history. The history of these sites in Japan, China, Thailand, Burma, and other places are briefly described followed by the introduction to the contents and the arguments of the book. The book examines the very idea of Buddhist public culture, spectacle culture, and leisure culture, as well as argues that these sites reflect a growing Buddhist ecumenism and the power of affective encounters in teaching Buddhism. It asks the reader to question the very category of “religious” architecture and instead think of the Japanese category of misemono (spectacle attractions) as an unexplored Buddhist category. The theoretical work of Daniel Miller, Miriam Hansen, Johan Huizinga, Michael Taussig, Scott Page, Lauren Rabinovitz, Witold Rybczynski, E.H. Gombrich, Jürgen Habermas, Gregory Seigworth, Eve Sedgwick, Melissa Gregg, Gregory Levine, and others are consulted in developing a material culture approach to the study of modern Buddhist architecture.


Author(s):  
Veysel Çakmak

Digital game world consists of limitless number of interactive platforms which appeal to the dreams of the players and where they feel comfortable. Especially young individuals are grown up under the influence of those platforms such as computers, television, mobile phones, and tablet pc. On the contrary to the generally known game addictiveness, it is a motivating instrument which develops their imaginary. Digital games are the virtual environments where their imagination develops. Digital games are the virtual environments where people form an interaction with computers or each other through a program. The player may play games against the computer by himself as well as he may play against other people in any region of the world. As seen in every field, advertising has also found a wide publicity in this field. In this study, the advergames and their interactions with game advertisement narration will be discussed.


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