Exploring Videogames With Deleuze And Guattari

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Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

Product Details :

Genre : Social Science
Author : Colin Cremin
Publisher : Routledge
Release : 2015-08-13
File : 166 Pages
ISBN-13 : 9781317407003


Exploring Videogames With Deleuze And Guattari

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BOOK EXCERPT:

Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

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Genre : Social Science
Author : Ciara Cremin
Publisher : Routledge
Release : 2015-08-13
File : 167 Pages
ISBN-13 : 9781317406990


Schizoanalysis And Asia

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This book is an update, extension and radicalization of Guattari’s philosophy of the postmedia. It is the first of its kind to comprehensively apply Guattari’s thought on postmedia to post-millennium technological developments. Given the considerable interest in Félix Guattari and Gilles Deleuze’s work and its influence in Asia and South-East Asia and beyond, the book is a timely contribution and update of Guattari’s essential concepts. It offers a fresh approach to applying Guattari and Deleuze to local contexts. Both Félix Guattari’s schizoanalysis and Gilles Deleuze’s philosophy remain excellent tools to decode the politics of postmedia. The book centres around the influence of Guattari’s work on the Japanese archipelago and how Japan itself impacted on the work of Guattari in the 1980s. The book updates Guattari’s work and apply it to the problems which are affecting societies in Asia and beyond. It highlights current research on postmedia by scholars who are working to understand how Japanese society is functioning post-Fukushima and how the country continues to toil from the “geo-trauma” of the real.

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Genre : Philosophy
Author : Joff P. N. Bradley
Publisher : Rowman & Littlefield
Release : 2022-11-08
File : 393 Pages
ISBN-13 : 9781538157763


Exploring Videogames With Deleuze And Guattari

eBook Download

BOOK EXCERPT:

Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari's non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do. Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither 'virtual' nor 'real' exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

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Genre : Games & Activities
Author : Ciara Cremin
Publisher :
Release : 2016
File : 0 Pages
ISBN-13 : 1315683717


Deleuze Reframed

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Are your students baffled by Baudrillard? Dazed by Deleuze? Confused by Kristeva? Other beginners' guides can feel as impenetrable as the original texts to students who 'think in images'. "Contemporary Thinkers Reframed" instead uses the language of the arts to explore the usefulness in practice of complex ideas.Short, contemporary and accessible, these lively books utilise actual examples of artworks, films, television shows, works of architecture, fashion and even computer games to explain and explore the work of the most commonly taught thinkers. Conceived specifically for the visually minded, the series will prove invaluable to students right across the visual arts. Deleuze disdains easy answers. Yet easy answers to Deleuze are what students need. Without reducing Deleuze's complex body of thought to simplistic solutions, this very contemporary guide leads the reader into the world of Deleuze's spiralling thought through concrete examples from art, film, TV and even computer games. From 'Eternal Sunshine of the Spotless Mind' and 'The Cell' to 'Pac Man' and 'Doom' and from the work of Matthew Barney and Helen Chadwick to 'Lost' and 'Doctor Who', this easily digestible introduction looks at the key ideas promoted by Deleuze, both in his own work and in his notoriously difficult collaborations with Felix Guattari, to make them both fresh and relevant to the visual arts today.

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Genre : Art
Author : Damian Sutton
Publisher : I.B. Tauris
Release : 2008-07-30
File : 180 Pages
ISBN-13 : STANFORD:36105131733714


Unit Operations

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"This book is an attempt to explore the nature of relationships bewteen computation, literature, and philosophy." --introd.

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Genre : Computer games
Author : Ian Bogost
Publisher :
Release : 2006
File : 270 Pages
ISBN-13 : UOM:39015062540326


Computer Games As A Sociocultural Phenomenon

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In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.

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Genre : Games & Activities
Author : Andreas Jahn-Sudmann
Publisher : Palgrave MacMillan
Release : 2008-01-17
File : 266 Pages
ISBN-13 : UOM:39015076175549


Alberta Journal Of Educational Research

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Genre : Education
Author :
Publisher :
Release : 2007
File : 488 Pages
ISBN-13 : STANFORD:36105131488939


Environment Planning

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Genre : City Planning
Author :
Publisher :
Release : 2009
File : 1046 Pages
ISBN-13 : NWU:35556039239785


Felix Guattari

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This book offers a detailed look at Guattari's working methods in transdisciplinary experimentation from the time of his youth to his final years.His youthful adventures in the post-war Youth Hostels movement, decisive contact with institutional pedgagogy and the mentor figures of Fernand Oury and his brother Jean, give rise to an extraordinary penchant for organizational innovation in his life at Clinique de La Borde in Cour-Cheverny, France, and collective forms of expression manifested in publishing ventures and diverse collaborative research formations.Guattari's highly original and hitherto neglected theories of a-signifyng semiotics and minor cinema are explored in depth with reference to the political goals of the critique of infoculture and the molecular revolutionary tendencies that are released in the search for a people to come.Guttari's engagement with eco-politics and art practices displays his originality as a political thinker and is firmly grounded on his exporation of how subjectivity is produced inlate capitalism.Guattari's ground-breaking conception of transversal politics is fully explored in relation to Michel Foucault's sense of the concept and its role in global political theory.

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Genre : History
Author : Gary Genosko
Publisher : Modern European Thinkers
Release : 2009-05-15
File : 240 Pages
ISBN-13 : STANFORD:36105124116620