scholarly journals The Hanged Rhizome on the Tree: Arborescence and Multiplicity in Disco Elysium

2021 ◽  
Vol 9 (1) ◽  
pp. 44-54
Author(s):  
Juan Francisco Belmonte

Abstract This paper looks at Disco Elysium as a model for a better understanding of Gilles Deleuze and Felix Guattari’s concept of the rhizome when applied to video games. It analyses the use and implementation of the many forms of expressing multiplicity that are present in Disco Elysium and that are manifested through the configuration of the avatar, the use of the player’s choice, and representations of space and time in the game. Ultimately, this paper also serves as a coalescence of existing Game Studies scholarship on rhizomic relations, multiplicities and affect to create a common ground for future conversations on these topics.

Author(s):  
Balázs Trencsényi ◽  
Michal Kopeček ◽  
Luka Lisjak Gabrijelčič ◽  
Maria Falina ◽  
Mónika Baár ◽  
...  

The success of the Bolshevik Revolution confirmed that economic backwardness was not necessarily an obstacle for socialism, as it triggered the radicalization of leftist movements in the region. Yet this also led to polarization of the left on questions of Soviet-Russian developments and possible cooperation with non-socialist parties, as well as agrarian and national questions. While in many countries social democracy entered the political mainstream in the 1920s, its position was undermined by the rise of right-wing authoritarianism. In turn, the Great Depression made the communist position more plausible, but the Stalinization of communist parties and the imposition of socialist realism alienated most intellectual supporters. Eventually, some radical leftists turned against the communist movement attacking its dogmatism and the Stalinist show trials. At the same time, the rise of Nazism forced leftist groups to seek a common ground, first in the form of “Popular Front” ideology, and, during the war, in the form of armed partisan movements.


Kant-Studien ◽  
2020 ◽  
Vol 111 (3) ◽  
pp. 331-385
Author(s):  
Christian Martin

AbstractAccording to a widespread view, the essentials of Kant’s critical conception of space and time as set forth in the Transcendental Aesthetic can already be found in his 1770 Inaugural Dissertation. Contrary to this assumption, the present article shows that Kant’s later arguments for the a priori intuitive character of our original representations of space and time differ crucially from those contained in the Dissertation. This article highlights profound differences between Kant’s transcendental and his pre-critical conception of pure sensibility by systematically comparing the topic, method and argumentation of the First Critique with that of the Inaugural Dissertation. It thus contributes to a better understanding of the Transcendental Aesthetics itself, which allows one to distinguish its peculiar transcendental mode of argumentation from considerations made by the pre-critical Kant, with which it can easily be conflated.


2018 ◽  
Vol 4 (1) ◽  
pp. 201-214 ◽  
Author(s):  
Sonia Fizek

Abstract Automation of play has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. This article proposes to look at AI-driven non-human play and, what follows, rethink digital games, taking into consideration their cybernetic nature, thus departing from the anthropocentric perspectives dominating the field of Game Studies. A decentralised posthumanist reading, as the author argues, not only allows to rethink digital games and play, but is a necessary condition to critically reflect AI, which due to the fictional character of video games, often plays by very different rules than the so-called “true” AI.


2015 ◽  
Vol 6 (3) ◽  
Author(s):  
Steve Wilcox

There is a considerable amount of academic and non-academic interest in the production and reception of video games. At the same time game scholars encounter questions such as, “are video game academics irrelevant?” In this article I connect questions of relevancy in game studies with the need to develop forms of publishing capable of asserting that relevancy more broadly. As the co-founder and editor-in-chief of First Person Scholar (FPS), a middle-state publication based in the Games Institute at the University of Waterloo, I detail how FPS has attempted to reach beyond the traditional scope of game studies to engage a wider audience and assert a new degree of relevancy for the game scholar.


Leonardo ◽  
2010 ◽  
Vol 43 (2) ◽  
pp. 169-174 ◽  
Author(s):  
Chris Speed

The author explores the potential for locative media to offer a sense of a place. Frank White's “Overview Effect” is cited as a model for perceiving a sense of place in a global context. The paper describes the inherent limitations of Cartesian representations of space in supporting this perception. Finally, the author proposes that the capacity of locative media to connect people offers a path for a creative reconciliation between space and time. The author proposes that this kind of connected model may provide an “Underview Effect” and foster an appreciation of a global sense of place.


2021 ◽  
Vol 21 (2) ◽  
pp. 259-278
Author(s):  
Melissa Finn ◽  
Eid Mohamed ◽  
Bessma Momani

When transnationally constructed art forms, such as the works of diasporic cultural productions of Arabs in the West, are made available in open-source on a digital archive, this supports the transnational flow or exchange of citizenship-enhancing ideas, skill-sets, technologies, tools, capacities, and practices. In this theoretical investigation, we explore imagined outcomes when new audiences can engage with diasporic cultural productions of Arabs. Digital archiving of ethnically diverse cultural productions can expand civility, solidarity, and common ground among people; these latter behaviors are the ideational foundations of agency-based claims of transnational citizenship. Such cultural productions help to reconfigure the questions, opportunities, and nature of political and social agency in ways that empower diaspora communities and expand their abilities to make citizenship claims in multiple societies. This is what the Internet enables despite its tendency towards parochialism in globalized pockets. Moreover, we highlight the possibilities of open-source digital archiving—with a focus on literature, poetry, biographies, and letters—for agency-based claims of citizenship and the many caveats that require further attention and consideration.


The Race Card ◽  
2019 ◽  
pp. 113-137
Author(s):  
Tara Fickle

This chapter radically revises our understanding of game studies’ conceptual foundations by revealing the Orientalist assumptions embedded in Johan Huizinga’s Homo Ludens (1938) and Roger Caillois’s Man, Play, and Games (1958). These founding fathers’ discussions of play as a liberating “magic circle” have been endlessly cited, excerpted, and romanticized, most recently by popular and academic rhetoric extolling video games as the cure for a “broken” and alienating twenty-first-century reality. Unsurprisingly, contemporary scholars have regarded the patronizing and exotifying references to Japan and China which crop up nearly from the very first pages of these tomes as embarrassing but irrelevant signs of the times. Recontextualizing these early chapters within the longer and rarely read remainders of both monographs, however, reveals that those initial ludic schemas were in fact the raison d’être for an elaborate ethnocentric sociology that rationalized the cognitive and cultural inferiority of nonwhites by ranking them according to the “primitivity” of their play. Showing how these theorists legitimized their taxonomies by naturalizing fantasies of a ritualized, stagnant East and an innovative, rational West, this chapter demonstrates that Orientalist discourse was not tangential but essential to the seemingly global theories of play that form the basis of modern game studies.


Author(s):  
Matteo Cervellati ◽  
Uwe Sunde

This concluding chapter discusses this book's origins in the argument that the demographic transition is a key turning point for long-run development, not only in terms of a change in the regime of population dynamics toward low fertility and mortality, but also in the process of long-run economic development. The observed similarities in the transition process across space and time suggest that a better understanding of the reasons for such occurrences as the delay in the development of some countries might provide insights that are relevant beyond academic interest. The chapter argues that more interdisciplinary work between economists, demographers, and historians are needed to address the many facets that are covered only in passing, or not at all.


Being able to integrate video games into a library is more easily said than done. There are many different ways to do it and many different behind-the-scenes activities that need to be thought of before embarking on a video game project. Collection development is of primary concern before any programs can be thought of because without a collection related to video games (or the games themselves) there can be no programs. There must also be good planning for how the video games are used because of the many varieties of games as well as the different ways in which they can be used and the different environments they can be used in. Plan well so that the video games can effectively help the library and audience that needs them. This chapter further explores libraries and video games.


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