|
Showing 1 - 9 of
9 matches in All Departments
Throughout its existence, the Association for Core Texts and
Courses (ACTC) has asserted its commitment to the need for humans
to come together to speak about the scientific, the political, and
the artistic in order to live together in an enlightened fashion.
In 2004, ACTC's Tenth Annual Conference convened to re-affirm and
re-examine the value of serious reading and discussion focused
through core texts. Participants articulated the various ways by
which core text education in the liberal arts constructs and
supports different expressions of community on college campuses
around the world. Presenters asked whether it is better to
contemplate the arts simply as expressions of cultures and
traditions or to cultivate them, taking the risk that what is
valued in artistic expressions might be changed by the inventions
of teachers and the students they encourage. The essays collected
here reflect the responses of the diverse group of ACTC's members,
all of whom support the idea of liberal core text education with
the self-conscious awareness of the challenges facing liberal
education in the modern academy.
2003 Susan Koppelman Award given by the Joint Women's Caucus of the
Popular Culture/American Culture. Most writing on cyberculture is
dominated by two almost mutually exclusive visions: the heroic
image of the male outlaw hacker and the utopian myth of a
gender-free cyberworld. "Reload" offers an alternative picture of
cyberspace as a complex and contradictory place where there is
oppression as well as liberation. It shows how cyberpunk's
revolutionary claims conceal its ultimate conservatism on matters
of class, gender, and race. The cyberfeminists writing here view
cyberculture as a social experiment with an as-yet-unfulfilled
potential to create new identities, relationships, and cultures.
The book brings together women's cyberfiction--fiction that
explores the relationship between people and virtual
technologies--and feminist theoretical and critical investigations
of gender and technoculture. From a variety of viewpoints, the
writers consider the effects of rapid and profound technological
change on culture, in particular both the revolutionary and
reactionary effects of cyberculture on women's lives. They also
explore the feminist implications of the cyborg, a human-machine
hybrid. The writers challenge the conceptual and institutional
rifts between high and low culture, which are embedded in the texts
and artifacts of cyberculture.
In a delectable collection of stories that move sequentially
through the ages of woman, dramatic twists and surprises unnerve
the reader. From childhood violence to romantic ruin in a
retirement home, mayhem and magic are never far away in this
deliciously conceived, highly flavored, and subtly blended feast
for lovers of literature.
|
Adele (Paperback)
Mary Flanagan
|
R545
R484
Discovery Miles 4 840
Save R61 (11%)
|
Ships in 10 - 15 working days
|
Celia Pippet, founder of a feminist magazine, impulsively steals a
bizarre artifact from the British Museum. Joined by her friend
Martin, a filmmaker, and American academic Tamara, she flees to Bez
in southern France to escape detection and to pursue the trail of
the beguiling Adele. Fifty years before, Adele had been rescued
from Bez by Dr. Jonas Sylvester. He brought her to Paris where she
captured the city's attention with her alluring beauty and air of
secrecy. When Sylvester brings over sister Blanche to look after
Adele, he is not prepared for the love between them nor their
escape from him. He takes his revenge. Moving between Blanche's
life with Adele and Celia's search for clues into that life, the
stories converge in Bez where the three friends discover Blanche's
existence and Adele's true, if unbelievable, identity. The effects
of the revelation are shattering--Adele's erotic power extends
beyond the grave, melding past and present into a single reality. A
provocative and original novel by an accomplished literary writer
who steps beyond the boundaries of what we know as male and female.
An examination of subversive games-games designed for political,
aesthetic, and social critique. For many players, games are
entertainment, diversion, relaxation, fantasy. But what if certain
games were something more than this, providing not only outlets for
entertainment but a means for creative expression, instruments for
conceptual thinking, or tools for social change? In Critical Play,
artist and game designer Mary Flanagan examines alternative
games-games that challenge the accepted norms embedded within the
gaming industry-and argues that games designed by artists and
activists are reshaping everyday game culture. Flanagan provides a
lively historical context for critical play through
twentieth-century art movements, connecting subversive game design
to subversive art: her examples of "playing house" include Dadaist
puppet shows and The Sims. She looks at artists' alternative
computer-based games and explores games for change, considering the
way activist concerns-including worldwide poverty and AIDS-can be
incorporated into game design. Arguing that this kind of conscious
practice-which now constitutes the avant-garde of the computer game
medium-can inspire new working methods for designers, Flanagan
offers a model for designing that will encourage the subversion of
popular gaming tropes through new styles of game making, and
proposes a theory of alternate game design that focuses on the
reworking of contemporary popular game practices.
A theoretical and practical guide to integrating human values into
the conception and design of digital games. All games express and
embody human values, providing a compelling arena in which we play
out beliefs and ideas. "Big ideas" such as justice, equity,
honesty, and cooperation-as well as other kinds of ideas, including
violence, exploitation, and greed-may emerge in games whether
designers intend them or not. In this book, Mary Flanagan and Helen
Nissenbaum present Values at Play, a theoretical and practical
framework for identifying socially recognized moral and political
values in digital games. Values at Play can also serve as a guide
to designers who seek to implement values in the conception and
design of their games. After developing a theoretical foundation
for their proposal, Flanagan and Nissenbaum provide detailed
examinations of selected games, demonstrating the many ways in
which values are embedded in them. They introduce the Values at
Play heuristic, a systematic approach for incorporating values into
the game design process. Interspersed among the book's chapters are
texts by designers who have put Values at Play into practice by
accepting values as a design constraint like any other, offering a
real-world perspective on the design challenges involved.
|
You may like...
Future Past
Duran Duran
CD
R187
R88
Discovery Miles 880
Loot
Nadine Gordimer
Paperback
(2)
R383
R310
Discovery Miles 3 100
|