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World War Two Simulated - Digital Games and Reconfigurations of the Past (Hardcover): Curtis D. Carbonell World War Two Simulated - Digital Games and Reconfigurations of the Past (Hardcover)
Curtis D. Carbonell
R2,534 Discovery Miles 25 340 Ships in 10 - 15 working days

This book examines how World War Two is simulated through serious computer games, such as first-person shooters, flight and tank simulators, and grand strategy games. It argues that a particular dynamic emerges in these ‘simgames’, especially when curious players begin to look beyond gameplay for how to understand the past. This points them toward a wide range of ‘simtexts’—anything from game manuals or online resources such as YouTube, to published material in the popular sphere or even monographs by professional historians. This is important because major events like World War Two continue to feature in a wide range of game genres, and this engagement demonstrates how we are learning about the past outside of traditional mechanisms such as classrooms, teachers or textbooks. Utilizing interdisciplinary methods, this volume foregrounds the experience that simgames provide to players, especially in how they reconfigure and reimagine history. Despite its visceral power and instructive potential, the simulated digital experience created by simgames curates World War Two and other global events of similar magnitude within constrained frames that ignore much of what actually happened in the past. This suggests that as computer games continue to increase in power and fidelity—as seen with the expanding scope of virtual reality—then the range of what can be simulated will grow too. This will raise concerns about what is morally acceptable to be simulated, and what should remain unplayable.

The Palgrave Handbook of Posthumanism in Film and Television (Hardcover, 1st ed. 2015): Michael Hauskeller, Curtis D.... The Palgrave Handbook of Posthumanism in Film and Television (Hardcover, 1st ed. 2015)
Michael Hauskeller, Curtis D. Carbonell, Thomas D. Philbeck
R5,204 Discovery Miles 52 040 Ships in 10 - 15 working days

What does popular culture's relationship with cyborgs, robots, vampires and zombies tell us about being human? Insightful scholarly perspectives shine a light on how film and television evince and portray the philosophical roots, the social ramifications and the future visions of a posthumanist world.

The Palgrave Handbook of Posthumanism in Film and Television (Paperback, 1st ed. 2015): Michael Hauskeller, Curtis D.... The Palgrave Handbook of Posthumanism in Film and Television (Paperback, 1st ed. 2015)
Michael Hauskeller, Curtis D. Carbonell, Thomas D. Philbeck
R4,758 Discovery Miles 47 580 Ships in 18 - 22 working days

What does popular culture's relationship with cyborgs, robots, vampires and zombies tell us about being human? Insightful scholarly perspectives shine a light on how film and television evince and portray the philosophical roots, the social ramifications and the future visions of a posthumanist world.

Dread Trident - Tabletop Role-Playing Games and the Modern Fantastic (Hardcover): Curtis D. Carbonell Dread Trident - Tabletop Role-Playing Games and the Modern Fantastic (Hardcover)
Curtis D. Carbonell
R3,132 R2,890 Discovery Miles 28 900 Save R242 (8%) Ships in 9 - 17 working days

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. Reworking Northrop Frye's definition of irony, Dread Trident theorizes an ironic understanding of this process and in particular of its embodied forms.

Dread Trident - Tabletop Role-Playing Games and the Modern Fantastic (Paperback): Curtis D. Carbonell Dread Trident - Tabletop Role-Playing Games and the Modern Fantastic (Paperback)
Curtis D. Carbonell
R1,415 Discovery Miles 14 150 Ships in 18 - 22 working days

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. Reworking Northrop Frye's definition of irony, Dread Trident theorizes an ironic understanding of this process and in particular of its embodied forms.

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