Dread Trident

Author(s):  
Curtis D. Carbonell

Dread Trident examines the rise of imaginary worlds in tabletop role-playing games (TRPGs), such as Dungeons and Dragons. With the combination of analog and digital mechanisms, from traditional books to the internet, new ways of engaging the fantastic have become increasingly realized in recent years, and this book seeks an understanding of this phenomenon within the discourses of trans- and posthumanism, as well as within a gameist mode.  The book explores a number of case studies of foundational TRPGs. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse. It also acts as a supreme example of depth within its archive of official and unofficial published material, stretching back four decades. Warhammer 40k and the Worlds of Darkness present an interesting dialogue between Gothic and science-fantasy elements. The Mythos of HP Lovecraft also features prominently in the book as an example of a realized world that spans the literary and gameist modes.  Realized fantasy worlds are becoming ever more popular as a way of experiencing a touch of the magical within modern life. Following Northrop Frye’s definition of irony, Dread Trident theorizes an ironic understanding of this process and in particular of its embodied forms.

Dread Trident ◽  
2019 ◽  
pp. 1-55
Author(s):  
Curtis D. Carbonell

This chapter introduces key concepts that help theorize the modern fantastic and its relationship to tabletop role-playing games (TRPGs). In particular, it provides a foundation so that the analysis of the individual case studies is clear. It uses literary studies and modern studies to read core TRPG gametexts, such as those of Dungeons and Dragons or Warhammer 40k. It also focuses on how fantastic space emerges during gameplay. Key also is how humanism and posthumanism can be rethought through a focus on what this books considers to be ‘realized worlds’. These are spaces of enchantment that occur at the intersection of the analog and digital, two elements critical in a process of posthumanization, or a way to rethink the discourses of trans-and-posthumanism.


Author(s):  
Satish C. Sharma ◽  
Harshila Bagoria

Cloud computing is a new breed of service offered over the Internet, which has completely changed the way one can use the power of computers irrespective of geographic location. It has brought in new avenues for organizations and businesses to offer services using hardware or software or platform of third party sources, thus saving on cost and maintenance. It can transform the way systems are built and services delivered, providing libraries with an opportunity to extend their impact. Cloud computing has become a major topic of discussion and debate for any business or organization which relies on technology. Anyone connected to the Internet is probably using some type of cloud computing on a regular basis. Whether they are using Google’s Gmail, organizing photos on Flickr, or searching the Web with Bing, they are engaged in cloud computing. In this chapter, an attempt has been made to give an overview of this technology, its connection with libraries, the models in which libraries can deploy this technology for providing services and augment the productivity of library staff and case studies.


Phonology ◽  
2001 ◽  
Vol 18 (1) ◽  
pp. 1-6 ◽  
Author(s):  
Carlos Gussenhoven ◽  
René Kager

If there is such a person as the average phonologist, he might have a conception of the relation between phonetics and phonology that comes close to the relation between social perceptions of crimes and a Code of Criminal Law. The Code's definition of various types of crimes and the penalty each type carries ultimately reflect, to put it crudely, the feelings of the people. Also, the Code's development will reflect social change. Criminal codes will typically incorporate the changing perceptions of the general public, and will now begin to include articles devoted to the use of the Internet, for instance. But at the end of the day, what counts in a law suit is what is in the Criminal Code, not the feelings of the people. So it is with phonology. It is easy to show that lexical forms are frequently related to functional (ergonomic) considerations, and that the way the grammar processes them into surface representations will amount to a reasonable articulatory task for the speaker, while equally the acoustic result will enable the listener to recognise these forms with reasonable ease. However, ultimately we say things the way we do because our lexical representations are the way they are, and our phonological grammar is the way it is.


Dramatherapy ◽  
2019 ◽  
Vol 40 (1) ◽  
pp. 28-40
Author(s):  
Alyssa Millbrook

The Internet has become thoroughly embedded into most aspects of modern life, and no one is more plugged-in than the youngest generations. With the aim of utilising the omnipresence of the digital space to therapeutic ends, this article examines the application of online storymaking interventions with adolescents. The young people discussed are quite isolated and high-need; they have self-excluded from mainstream school and are now pursuing education in an alternative online provision, where they also have access to therapy. Following an overview of the current literature on web-based therapies, this article offers two illustrative case studies in which a story-based dramatherapy intervention was delivered online. This will include an evaluation of the therapeutic work from the case studies using the BASIC Ph assessment method, as well as a broader discussion on the experience of working as a therapist online.


2015 ◽  
Vol 32 (2) ◽  
pp. 79-106 ◽  
Author(s):  
Stephanie Simon ◽  
Marieke de Goede

Securing the internet has arguably become paradigmatic for modern security practice, not only because modern life is considered to be impossible or valueless if disconnected, but also because emergent cyber-relations and their complex interconnections are refashioning traditional security logics. This paper analyses European modes of governing geared toward securing vital, emergent cyber-systems in the face of the interconnected emergency. It develops the concept of ‘bureaucratic vitalism’ to get at the tension between the hierarchical organization and reductive knowledge frames of security apparatuses on the one hand, and the increasing desire for building ‘resilient’, dispersed, and flexible security assemblages on the other. The bureaucratic/vital juxtaposition seeks to capture the way in which cybersecurity governance takes emergent, complex systems as object and model without fully replicating this ideal in practice. Thus, we are concerned with the question of what happens when security apparatuses appropriate and translate vitalist concepts into practice. Our case renders visible the banal bureaucratic manoeuvres that seek to operate upon security emergencies by fostering connectivities, producing agencies, and staging exercises.


Author(s):  
Bodi Anderson

This enhanced chapter revisits a previous literature analysis of research on the potential educational benefits of the use of massive multiplayer online role playing games (MMORPG) by considering both changes in the medium itself and recent trends in research. Initially, a working operational definition of MMORPGs in education is considered in light of research to date with a focus on how MMORPGs differ from most video games in terms of types of player-game interaction, levels of player-player interaction, and environments in which interaction occurs. Next considering previous and current theoretical and empirical studies on MMORPGs from a variety of disciplines, including education, psychology, and linguistics, a conceptual framework for the use of MMORPGs in support of learning is created. Finally, an overview of current research trends in MMORPGs is provided, concluding with suggestions concerning future research of the use of MMORPGs in support of learning.


2015 ◽  
pp. 72-97
Author(s):  
Satish C. Sharma ◽  
Harshila Bagoria

Cloud computing is a new breed of service offered over the Internet, which has completely changed the way one can use the power of computers irrespective of geographic location. It has brought in new avenues for organizations and businesses to offer services using hardware or software or platform of third party sources, thus saving on cost and maintenance. It can transform the way systems are built and services delivered, providing libraries with an opportunity to extend their impact. Cloud computing has become a major topic of discussion and debate for any business or organization which relies on technology. Anyone connected to the Internet is probably using some type of cloud computing on a regular basis. Whether they are using Google's Gmail, organizing photos on Flickr, or searching the Web with Bing, they are engaged in cloud computing. In this chapter, an attempt has been made to give an overview of this technology, its connection with libraries, the models in which libraries can deploy this technology for providing services and augment the productivity of library staff and case studies.


2014 ◽  
pp. 963-975
Author(s):  
Melinda Jacobs

Within the Internet, a range of international and multicultural communities abound, especially within the context of interactive online games known as Massively Multiplayer Online Role-Playing Games (MMORPGs). The clashing of cultures in one particular MMORPG, Omerta, has caused many problems within the related online community. These conflicts have led to online instances of culturalism – discrimination based upon cultural-mindset – within this international online community (Jacobs, 2009). This chapter examines the following questions: Do players in international online gaming environments have the right to discriminate based on cultural attitudes and perceptions, or should a player’s right to not be discriminated against dominate in such international contexts? And how can multiculturalism be successfully managed in international online spaces?


2017 ◽  
Vol 33 (4) ◽  
pp. 345-359
Author(s):  
Tobin Nellhaus

Online role-playing games are a form of entertainment in which players create characters and improvisationally perform scenes together within a digital virtual world. It has many theatre-like aspects, which raises the question of whether it is in fact a form of theatre. To answer that question, however, one must first have a definition of theatre – an issue with disciplinary consequences – and in this article Tobin Nellhaus develops a definition founded on social ontology, suggesting that theatrical performance, unlike other social practices, replicates society's ontology. From that perspective, online role-playing meets the definition of theatre. But its digital environment raises another set of problems, since embodiment, space, and presence in online role-playing are necessarily unlike what we experience in traditional theatre. Here, Nellhaus brings these three aspects of performance together through the concept of embodied social presence, showing how they operate in both customary theatre and online role-playing. Tobin Nellhaus is an independent scholar who was Librarian for Performing Arts, Media, and Philosophy at Yale University. He has published mainly on the relationship between theatre and communication practices, and on critical realist theory in theatre historiography. He is the General Editor of the third edition of Theatre Histories (London: Routledge, 2016), and the author of Theater, Communication, Critical Realism (New York: Palgrave Macmillan, 2010).


2018 ◽  
Vol 1 (1) ◽  
pp. 79-94
Author(s):  
Vincenzo Idone Cassone

Recently, a peculiar narrative configuration has developed and is spreading through the internet culture and new media. Characterised by a specific representation of the individual growth process, Apeiron narratives find their origin in pen & paper role-playing games, but it is only after the development of digital games and the diffusion of the Japanese cultural codex through the contemporary mediascape that they have become a coherent, autonomous and viral phenomenon. In the following pages, this narrative configuration will be described through a series of paradigmatic examples; its roots will be traced back to the peculiar traits of role-playing games, and the importance of recent digital adaptation will be highlighted. Finally, I will describe its diffusion beyond the domain of fictional text, hinting at possible environments for its diffusion.


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