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Japanese Women and the Search for Self in a Changing Nation
Gambling with Virtue rings with the voices of women speaking openly about their struggle to be both modern and Japanese in the late twentieth century. It brings to the fore the complexity of women's everyday lives as they navigate through home, work, and community. Meanwhile, women fashion selves that acknowledge and challenge the social order. Nancy Rosenberger gives us their voices and experiences interspersed with introductions to public ideas of the last three decades that contribute significantly to the opportunities and risks women encounter in their journeys. Rosenberger uses the stage as a metaphor to demonstrate how everyday life requires Japanese women to be skilled performers. She shows how they function on stage in their accepted roles while effecting small but significant changes backstage. Over the last thirty years, Japanese women have expanded their influence and extended this cultural process of multiple arenas to find compromises between the old virtues of personhood and new ideals for self. They conform, maneuver, and make choices within these multiple stages as they juggle various concerns and desires. By the 1990s their personal choices have made a difference, calling into question the very nature of these multiple arenas.
Essays and Other Prose
Praise for Lawrence Joseph: "Poetry of great dignity, grace, and unrelenting persuasiveness… Joseph gives us new hope for the resourcefulness of humanity, and of poetry." ---John Ashbery "Like Henry Adams, Joseph seems to be writing ahead of actual events, and that makes him one of the scariest writers I know." ---David Kirby, The New York Times Book Review "The most important lawyer-poet of our era." ---David Skeel, Legal Affairs A volume in the Poets on Poetry series, which collects critical works by contemporary poets, gathering together the articles, interviews, and book reviews by which they have articulated the poetics of a new generation. Essays on poetry by the most important poet-lawyer of our era The Game Changed: Essays and Other Prose presents works by prominent poet and lawyer Lawrence Joseph that focus on poetry and poetics, and on what it is to be a poet. Joseph takes the reader through the aesthetics of modernism and postmodernism, a lineage that includes Wallace Stevens, William Carlos Williams, and Gertrude Stein, switching critical tracks to major European poets like Eugenio Montale and Hans Magnus Enzensberger, and back to American masters like James Schuyler and Adrienne Rich. Always discerning, especially on issues of identity, form, and the pressures of history and politics, Joseph places his own poetry within its critical contexts, presenting narratives of his life in Detroit, where he grew up, and in Manhattan, where he has lived for 30 years. These pieces also portray Joseph’s Lebanese, Syrian, and Catholic heritages, and his life as a lawyer, distinguished law professor, and legal scholar.
Five Early American Champions and the Sports They Changed
With this book, published more than a half-century ago, Aldo Leopold created the discipline of wildlife management. Although A Sand Country Almanac is doubtless Leopold’s most popular book, Game Management may well be his most important. In this book he revolutionized the field of conservation.
International Treaties to Protect the World's Migratory Animals
A Theory of Individual Self-Government
The Game of Justice argues that justice is politics, that politics is something close to ordinary people and not located in an abstract and distant institution known as the State, and that the concept of the game provides a new way to appreciate the possibilities of creating justice. Justice, as a game, is played in a challenging environment that makes serious demands on the participants, in terms of self-knowledge and individual self-government, and also in terms of understanding social behavior. What the term game provides is a radical opening of all established institutions: the status quo is neither absolute nor inevitable, but is the result of past political controversy, a result created by the winners to express their victory. At the same time, the game of justice, like all games, is played over and over again, with winners and losers changing places over time. This serves as encouragement to past losers and provides a cautionary reminder to past winners.
Billie Jean King and the Revolution in Women’s Sports
While King did not single-handedly cause the revolution in women's sports, she quickly became one of its most enduring symbols, as did Title IX, a federal law that was initially passed in 1972 to attack sex discrimination in educational institutions but had its greatest impact by opening opportunities for women in sports. King's place in tennis history is secure, and now, with ###Game, Set, Match#, she can take her rightful place as a key player in the history of feminism as well. By linking the stories of King and Title IX, Ware explains why women's sports took off in the 1970s and demonstrates how giving women a sporting chance has permanently changed American life on and off the playing field.
Language, Power, and Computer Game Culture
Video and computer games in their cultural contexts.
As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power.
In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power.
This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers.
Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.
War, Simulation, and Technoculture
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008’s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.
Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force’s attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military’s development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.
Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today’s computer games—and the wider culture they increasingly influence—are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future.
Learning the Ropes from Double-Dutch to Hip-Hop
2007 Alan Merriam Prize presented by the Society for Ethnomusicology
2007 PEN/Beyond Margins Book Award Finalist
When we think of African American popular music, our first thought is probably not of double-dutch: girls bouncing between two twirling ropes, keeping time to the tick-tat under their toes. But this book argues that the games black girls play —handclapping songs, cheers, and double-dutch jump rope—both reflect and inspire the principles of black popular musicmaking.
The Games Black Girls Play illustrates how black musical styles are incorporated into the earliest games African American girls learn—how, in effect, these games contain the DNA of black music. Drawing on interviews, recordings of handclapping games and cheers, and her own observation and memories of gameplaying, Kyra D. Gaunt argues that black girls' games are connected to long traditions of African and African American musicmaking, and that they teach vital musical and social lessons that are carried into adulthood. In this celebration of playground poetry and childhood choreography, she uncovers the surprisingly rich contributions of girls’ play to black popular culture.