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Can you have a transformative experience as a result of falling
through a programming error in the latest triple-A title? Does
looking out across a vast virtual vista of undulating mountains and
tumultuous seas edge you closer to the sublime? In an effort to
answer these sorts of questions, Gaming and the Virtual Sublime
considers the 'virtual sublime' as a conceptual toolbox for
understanding our affective engagement with contemporary
interactive entertainment. Through a detailed examination of the
history of the sublime, from pseudo-Longinus' jigsaw puzzle of the
sublime in rhetoric, through the eighteenth-century obsession with
beauty and terror, past the Kantian mathematical and dynamical
sublime, all the way to Lyotard's 'unpresentable event' and
Deleuze's work on chaos and rhythm, this book road-tests these
differing components in a far-reaching exploration of how video
games - as virtual spaces of affect - might reshape our
opportunities for sublime experience. Using playthroughs, developer
diaries, forums discussions and contemporaneous reviews, and games
ranging from the heartbreak of That Dragon: Cancer through to the
abject body-horror of Outlast (with a dash of Tetris in-between)
are discussed in terms the experience(s) of play, their design and
their co-creation with gamers with a specific focus on rhetoric and
narrative; awe; fear and terror; death and boredom. Written in an
engaging and accessible style, this book is a must-read for
philosophers, scholars, and those interested in games and popular
culture more broadly.
This book offers an ethnographic exploration of three sites of
infamous atrocity and their differing memorialization. 'Dark
tourism' research has studied the consumerization of spaces
associated with death and barbarity, whilst 'difficult heritage'
has looked at politicized, national debates that surround the
preservation of death. This book contributes to these debates by
applying spatial theory on a scalar level, particularly through the
work of Henri Lefebvre. It uses escalating case studies to situate
memorialization, and the multifarious demands of politics,
consumption and community, within a framework that rearticulates
'lived', 'perceived' and 'conceived' aspects of deviant spaces
ranging from the small (a bench) to the very large (a city). The
first case study, the Tyburn gallows site in York, uses Lefebvre's
notion of 'theatrical space' to contextualize the role of
performativity in memorialization. The second, Number 25 Cromwell
Street in Gloucester, builds on this by exploring the absence of
memorialization through Lefebvre's concept of 'contradictory space'
and the impact this has on consumption. The third expands to
consider the city as a problematic memorial, here focusing on the
political subjectivities of Dresden - rebuilt following the
devastation of the Second World War - and its contemporary
associations with neo-Nazi and anti-fascist protests. Ultimately,
by examining the issue of scale in heritage, the book seeks to
develop a new way of unpacking and understanding the heteroglossic
nature of deviant space and memorialization.
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Paperback
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R367
R340
Discovery Miles 3 400
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