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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
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Deadline
(Paperback)
Domino Finn
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R773
R697
Discovery Miles 6 970
Save R76 (10%)
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Ships in 18 - 22 working days
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An avid gamer and sharp media critic explains meritocracy's
negative contribution to video game culture-and what can be done
about it Video games have brought entertainment, education, and
innovation to millions, but gaming also has its dark sides. From
the deep-bred misogyny epitomized by GamerGate to the endemic
malice of abusive player communities, gamer culture has had serious
real-world repercussions, ranging from death threats to sexist
industry practices and racist condemnations. In The Toxic
Meritocracy of Video Games, new media critic and longtime gamer
Christopher A. Paul explains how video games' focus on meritocracy
empowers this negative culture. Paul first shows why meritocracy is
integral to video-game design, narratives, and values. Games
typically valorize skill and technique, and common video-game
practices (such as leveling) build meritocratic thinking into the
most basic premises. Video games are often assumed to have an even
playing field, but they facilitate skill transfer from game to
game, allowing certain players a built-in advantage. The Toxic
Meritocracy of Video Games identifies deep-seated challenges in the
culture of video games-but all is not lost. As Paul argues,
similarly meritocratic institutions like professional sports and
higher education have found powerful remedies to alleviate their
own toxic cultures, including active recruiting and strategies that
promote values such as contingency, luck, and serendipity. These
can be brought to the gamer universe, Paul contends, ultimately
fostering a more diverse, accepting, and self-reflective culture
that is not only good for gamers but good for video games as well.
Ready to go beyond the basics? Expand the limits of what's possible
with the Pathfinder Advanced Player's Guide! This 272-page
Pathfinder Second Edition rulebook contains exciting new rules
options for player characters, adding even more depth of choice to
your Pathfinder game! Inside you will find brand new ancestries,
heritages, and four new classes: the shrewd investigator, the
mysterious oracle, the daring swashbuckler, and the hex-slinging
witch! The must-have Advanced Player's Guide also includes exciting
new options for all your favorite Core Rulebook classes and tons of
new backgrounds, general feats, spells, items, and 40 flexible
archetypes to customize your play experience even further! This
deluxe special edition is bound in faux leather with metallic
deboss cover elements and a bound-in ribbon bookmark. The perfect
way to commemorate Pathfinder's new edition! (Cover color and
design subject to change.) The Pathfinder Advanced Player's Guide
includes: * Four new classes: the investigator, oracle,
swashbuckler, and witch! * Five new ancestries and five heritages
for any ancestry: celestial aasimars, curious catfolk, hagspawned
changelings, vampiric dhampirs, fate-touched duskwalkers, scaled
kobolds, fierce orcs, fiendish tieflings, industrious ratfolk, and
feathered tengu! * 40 new archetypes including multiclass
archetypes for the four new classes, Pathfinder favorites like the
cavalier, dragon disciple, shadowdancer, and vigilante, and
brand-new archetypes like the familiar master and the
shield-bearing iron wall! * New class options for all twelve
classes from the Pathfinder Core Rulebook including champions of
evil, genie and shadow sorcerers, zen archer monks, rogue
masterminds, spellcasting rangers, and more! * Even more exciting
new rules, from rare and unique backgrounds to investigative skill
feats, from spells and rituals like reincarnate and create
demiplane to new items including special wands with unusual effects
and exciting potions worthy of a witch's cauldron.
Many of today's most commercially successful videogames, from Call
of Duty to Company of Heroes, are war-themed titles that play out
in what are framed as authentic real-world settings inspired by
recent news headlines or drawn from history. While such games are
marketed as authentic representations of war, they often provide a
selective form of realism that eschews problematic, yet salient
aspects of war. In addition, changes in the way Western states wage
and frame actual wars makes contemporary conflicts increasingly
resemble videogames when perceived from the vantage point of
Western audiences. This interdisciplinary volume brings together
scholars from games studies, media and cultural studies, politics
and international relations, and related fields to examine the
complex relationships between military-themed videogames and
real-world conflict, and to consider how videogames might deal with
history, memory, and conflict in alternative ways. It asks: What is
the role of videogames in the formation and negotiation of cultural
memory of past wars? How do game narratives and designs position
the gaming subject in relation to history, war and militarism? And
how far do critical, anti-war/peace games offer an alternative or
challenge to mainstream commercial titles?
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