scholarly journals Peril-sensitive sunglasses, superheroes in miniature, and pink polka-dot boxers: Artifact and collectible video game feelies, play, and the paratextual gaming experience

2014 ◽  
Vol 16 ◽  
Author(s):  
Ian M. Peters

Material artifacts included in video game packaging, referred to in the industry as feelies, operate as media paratexts that are both extensions of and separate from the video games that inspired them. Although most discourses on video game feelies are centered on 1980s text-based adventure games, feelies have continually been included in contemporary games, albeit primarily in collector's or special editions. To explore the diversity of feelies and how they are able to generate their own texts away from the digital game itself, I identify two specific types of feelies: artifact feelies, which are life-size reproductions of objects from within the game space, and collectible feelies, which serve as extensions of the game space into the physical realm but tend to include objects more frequently associated with fan collecting activities. Taking an interdisciplinary approach that includes material culture studies and media studies, I show how feelies allow scholars to gain further insight into how screen media operate away from the screens themselves, how the accumulation of material objects in the digital age encourages us to reevaluate our notions of the material and the immaterial, and how the concept of play is crucial to understanding how these objects are reappropriated in ways that move beyond their originally intended use.

2011 ◽  
Vol 18 (1) ◽  
pp. 87-108 ◽  
Author(s):  
Fleur Kemmers ◽  
Nanouschka Myrberg

AbstractThis paper sets out to re-member coins into archaeological discourse. It is argued that coins, as part of material culture, need to be examined within the theoretical framework of historical archaeology and material-culture studies. Through several case studies we demonstrate how coins, through their integration of text, image and existence as material objects, offer profound insights not only into matters of economy and the ‘big history’ of issuers and state organization but also into ‘small histories’, cultural values and the agency of humans and objects. In the formative period of archaeology in the 19th century the study of coins played an important role in the development of new methods and concepts. Today, numismatics is viewed as a field apart. The mutual benefits of our approach to the fields of archaeology and numismatics highlight the need for a new and constructive dialogue between the disciplines.


Author(s):  
Dan Hicks ◽  
Mary C. Beaudry

Divided into four parts, the field of material cultural studies focus on cultural studies with special reference to history, archaeology, and anthropology. This book celebrates a diversity of approaches to ‘material culture studies’ in anthropology, archaeology, and the related fields of cultural geography and science and technology studies. This article explores the key arguments put forward in the five sections of the book, disciplinary perspectives; material practices; objects and humans; landscapes and the built environment; and studying particular things. Part I explores a number of different disciplinary perspectives upon the idea of material culture studies. Part II reviews six kinds of ‘material practice’. Part III explores distinctions between material objects and human subjects in a variety of different ways. Part IV of the volume explores how the idea of material culture studies can be used to examine large entities, rather than discrete or portable objects. This article draws together geographical approaches to ‘cultural landscapes’ and ‘ecological landscapes’.


2016 ◽  
Vol 12 (1) ◽  
pp. 35-50 ◽  
Author(s):  
Liliana Vale Costa ◽  
Ana Isabel Veloso

In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.


2019 ◽  
Vol 13 (1) ◽  
pp. 131-154
Author(s):  
Tenno Teidearu

Abstract This article concentrates on the practice of wearing crystals in Estonia. The practice is currently a popular phenomenon in New Spirituality on a global scale, although it is not an entirely novel trend. Crystals are part of the materiality of New Spirituality and so the aim of the article is to emphasize the meaning-making process of this materiality and of vernacular interpretations in the practice. Following the methodology of material culture studies, I focus on mutual relationships and interaction between humans and crystals and the significances gained through practice. Based on the perspectives of vernacular religion, the practice is embedded in people’s everyday lives. People wear crystals to support their human qualities and daily activities, and in practice crystals as material objects evolve intimate and profound relationship with people.


Author(s):  
Olga Wronikowska ◽  
Maria Zykubek ◽  
Agnieszka Michalak ◽  
Anna Pankowska ◽  
Paulina Kozioł ◽  
...  

AbstractMephedrone is a widely used drug of abuse, exerting its effects by interacting with monoamine transporters. Although this mechanism has been widely studied heretofore, little is known about the involvement of glutamatergic transmission in mephedrone effects. In this study, we comprehensively evaluated glutamatergic involvement in rewarding effects of mephedrone using an interdisciplinary approach including (1) behavioural study on effects of memantine (non-selective NMDA antagonist) on expression of mephedrone-induced conditioned place preference (CPP) in rats; (2) evaluation of glutamate concentrations in the hippocampus of rats following 6 days of mephedrone administration, using in vivo magnetic resonance spectroscopy (MRS); and (3) determination of glutamate levels in the hippocampus of rats treated with mephedrone and subjected to MRS, using ion-exchange chromatography. In the presented research, we confirmed priorly reported mephedrone-induced rewarding effects in the CPP paradigm and showed that memantine (5 mg/kg) was able to reverse the expression of this effect. MRS study showed that subchronic mephedrone administration increased glutamate level in the hippocampus when measured in vivo 24 h (5 mg/kg, 10 mg/kg and 20 mg/kg) and 2 weeks (5 mg/kg and 20 mg/kg) after last injection. Ex vivo chromatographic analysis did not show significant changes in hippocampal glutamate concentrations; however, it showed similar results as obtained in the MRS study proving its validity. Taken together, the presented study provides new insight into glutamatergic involvement in rewarding properties of mephedrone.


2020 ◽  
Vol 21 (42) ◽  
pp. 14-18
Author(s):  
Gwynaeth McIntyre ◽  
Charlotte Dunn ◽  
William P. Richardson

It can be challenging to bring material culture to life in the classroom when the cultures that produced those materials are separated from the students by time and space. Students learning about Roman history and culture often find it difficult to work with and critically analyse non-literary sources as they rarely have the opportunity to engage with the material objects themselves. Depending on the size of the class, or materials available, it may be impossible to introduce such sources for the ancient world into classroom teaching.


2014 ◽  
Vol 169 ◽  
pp. 443-453 ◽  
Author(s):  
Jeremiah J. Shepherd ◽  
Lingxi Zhou ◽  
William Arndt ◽  
Yan Zhang ◽  
W. Jim Zheng ◽  
...  

More and more evidence indicates that the 3D conformation of eukaryotic genomes is a critical part of genome function. However, due to the lack of accurate and reliable 3D genome structural data, this information is largely ignored and most of these studies have to use information systems that view the DNA in a linear structure. Visualizing genomes in real time 3D can give researchers more insight, but this is fraught with hardware limitations since each element contains vast amounts of information that cannot be processed on the fly. Using a game engine and sophisticated video game visualization techniques enables us to construct a multi-platform real-time 3D genome viewer. The game engine-based viewer achieves much better rendering speed and can handle much larger amounts of data compared to our previous implementation using OpenGL. Combining this viewer with 3D genome models from experimental data could provide unprecedented opportunities to gain insight into the conformation–function relationships of a genome.


2021 ◽  
Vol 4 (2) ◽  
Author(s):  
Jacqueline Eng ◽  
Mark Aldenderfer

Anthropological research in the high-elevation regions of northwestern Nepal offers insights into the populationhistory of the Himalayan arc through a multi- and interdisciplinary approach that includes not only archaeologicaldata and historic and ethnographic accounts but also genomic, isotopic, and bioarchaeologicaldata, as well as innovative use of thermal niche modeling for paleoclimate reconstruction. Together these linesof evidence have allowed us to address project questions about human settlement into the region, including(1) sources of population movements into high-elevation environments of the Himalayan arc and (2) bioculturaladaptations to high-mountain environments. In this paper we compare research at several communalmortuary sites, each with a rich assemblage of material culture and human burials: Mebrak (400 B.C.–A.D. 50),Kyang (400–175 B.C.), and Samdzong (A.D. 450–650), as well as intriguing insights from finds in the earlier (ca.1250–450 B.C.) sites of Lubrak, Chokhopani, and Rhirhi. Our genomic findings demonstrate population originsfrom the Tibetan plateau, despite South Asian material culture recovered in early sites. Bioarchaeological findingsof low frequencies of non-specific stress and trauma indicate successful biocultural adaptation to highaltitudeconditions of hypoxia, cold, and low resource availability, potentially through buffering from exchangenetworks and local cultural practices, alongside high-altitude selected alleles. An integrative, multidisciplinaryapproach thus offers significantly greater opportunities for developing a more nuanced understanding of thepast processes of migration, settlement, and biocultural adaptation in the region. La investigación antropológica de las alturas del noroeste de Nepal nos proporciona conocimientos de la historiade la población del arco Himalaya a través de un enfoque multidisciplinario e interdisciplinario que incluyeno solamente datos arqueológicos y relatos históricos y etnográficos, sino también datos genómicos, isotópicos,y bioarqueológicos, tanto como uso innovador del modelado del nicho térmico para la reconstrucción paleoclimática.En conjunto, estas líneas de evidencia nos han permitido abordar temas sobre el asentamiento humanade la región, como: (1) los orígenes del movimiento hacia ambientes en las alturas del arco del Himalaya;y (2) las adaptaciones bioculturales necesarias para vivir en las alturas. En este artículo comparamos las investigacionesde varios mortuorios comunales que ofrecen conjuntos abundantes de entierros humanos y artefactosrelacionados: Mebrak (400 a.C.–d.C. 50), Kyang (400–175 a.C.), and Samdzong (d.C. 450–650), así como loshallazgos intrigantes de sitios anteriores (ca. 1250–450 a.C.) de Lubrak, Chokhopani, y Rhirhi. Nuestros datosgenómicos sugieren orígenes de le población del altiplano tibetano, a pesar del material que deriva del sur de Asia que se ha recuperado de los sitios mas tempranos. Los hallazgos bioarqueológicos demuestran niveles bajosde estrés y trauma inespecífico, y sugieren éxito en adaptación biocultural, a pesar de las condiciones de hipoxia,frio, y los recursos escasos en este ambiente. Es posible que alelos seleccionados a las alturas, junto con sistemasde intercambio y las costumbres locales contribuyeron al éxito de la adaptación. Por lo tanto, un enfoque multidisciplinarioque integra todas las evidencias ofrece una comprensión mas detallada de los procesos de migración,asentamiento, y adaptación biocultural de la región.


Author(s):  
Jasmine Day

This lecture presents the major findings of the first anthropological study of British and American “mummymania”, the public fascination with ancient Egyptian mummies, and its associated myth, the mummy’s curse: a belief that those who interfere with Egyptian tombs will be punished. The study incorporates museum-based field research, textual sources, film analysis and material culture studies. Originally lay critiques of archaeological ethics, curses were appropriated by the mass media, which reduced public sympathy for them by associating them with evil living mummy characters. Fictional mummies? abject traits later came to symbolise old age, decay, pollution, death and differencenegative concepts with which museum visitors now associate real mummies. Museum displays inadvertently remind visitors of stereotypes and museums may exploit stereotypes for profit or employ staff who elaborate curse myths. In my view, museums could do more to counter stereotyping by addressing visitors? predisposition to regard mummies with abhorrence and derision.


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