Access your Project MUSE content using one of the login options below Close(X)
Browse Results For:
The Top 10 Book of Players, Pawns, and Power-Ups
Ever thought about capturing a queen, amassing real estate gold, or striking down a zombie or two? For centuries, games have stimulated the imagination. They have divided, and they have united. They have driven our competitive spirit and indulged our fancy. Live an entire lifetime in a few rolls of the dice. Push a few buttons and sustain perfect health. Essentially, games have and will continue to provide people worldwide a break from the everyday grind.
With more than forty chapters, Games' Most Wanted whisks readers away into the fantasyland of games. Learn more about board games that have been passed through generations, video games that predict the future, and card games that have brought down the house. Ben H. Rome and Chris Hussey also reveal the culture behind the entertainment-the codes of conduct, the language, the conventions, and the workshops-proving that leisure can be a lifestyle. Something they won't reveal: how to rescue the princess. Regardless of the hand you're dealt, Games' Most Wanted is sure to cure any boredom.
Explaining the Great War
Frank C. Zagare combines a deep command of historical scholarship and the sophisticated skills of an applied game theorist to develop and test a theory of why deterrence failed, catastrophically, in July 1914. . . . Zagare concludes with sage advice on how to avoid even more cataclysmic breakdowns in a nuclear world. ---Steven J. Brams, New York University "Zagare's deft study of the origins of the First World War using his perfect deterrence theory uncovers new insights into that signal event and shows the value of formal theory applied to historical events. A must-read for those interested in security studies." ---James D. Morrow, University of Michigan "Through an exemplary combination of formal theory, careful qualitative analysis, and lucid prose, The Games of July delivers important and interesting answers to key questions concerning the international political causes of World War I. Its well-formed narratives and its sustained engagement with leading works in IR and diplomatic history . . . make it a rewarding read for security scholars in general and a useful teaching tool for international security courses." ---Timothy W. Crawford, Boston College Taking advantage of recent advances in game theory and the latest historiography, Frank C. Zagare offers a new, provocative interpretation of the events that led to the outbreak of World War I. He analyzes key events from Bismarck's surprising decision in 1879 to enter into a strategic alliance with Austria-Hungary to the escalation that culminated in a full-scale global war. Zagare concludes that, while the war was most certainly unintended, it was in no sense accidental or inevitable. The Games of July serves not only as an analytical narrative but also as a work of theoretical assessment. Standard realist and liberal explanations of the Great War are evaluated along with a collection of game-theoretic models known as perfect deterrence theory. Frank C. Zagare is UB Distinguished Professor of Political Science at the State University of New York at Buffalo. Cover illustration: Satirical Italian postcard from World War I. Used with permission from The University of North Carolina at Chapel Hill Libraries.
Sports and the Presidency
The Games Presidents Play provides a new way to view the American presidency. Looking at the athletic strengths, feats, and shortcomings of our presidents, John Sayle Watterson explores not only their health, physical attributes, personalities, and sports IQs, but also the increasing trend of Americans in the past century to equate sporting achievements with courage, manliness, and political competence. The author of College Football begins with George Washington, whose athleticism contributed to his success on the battlefield and may well have contributed to the birth of the republic. He moves seamlessly into the nineteenth century when, for presidents like Jackson, Lincoln, and Cleveland, frontier sports were part of their formative years. With the twentieth-century presidents—most notably the hyperactive and headline-grabbing Theodore Roosevelt—Watterson shows how the growth of mass media and the improved means of transportation transformed presidential sports into both a form of recreation and a means of establishing a positive self-image. Modern presidents have used sports with varying degrees of success. Herbert Hoover fled Washington on weekends to the trout pools of Camp Rapidan in the Blue Ridge to escape relentless pressures and public criticism during the Great Depression. Franklin Roosevelt demonstrated remarkable physical endurance in his campaign to restore his ravaged body from polio. An obsessive love affair with golf became an issue for Dwight Eisenhower in his campaign for reelection in 1956. Richard Nixon, a former third-string college football lineman, placed calls to Coach George Allen of the Washington Redskins, once suggesting a trick play in a big game. From the opening pitch of the baseball season to presenting awards to Olympic champions, our sports culture asks the president to play an increasingly active role. Sports, Watterson argues, open a window into the presidency, shedding new light on presidential behavior and offering new perspectives on the office and the sporting men—and women—who have and will occupy it.
Sexuality and Gender at the Margins of Gamer Culture
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter.
In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates.
Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.
Essays On Algorithmic Culture
The small city of Macao — formerly a Portuguese colony, now a Special Administrative Region of China — liberalised its gaming industry in 2002. Since then a score of new casinos have been built and millions of gamblers have flooded in from mainland China. Per capita income has more than doubled in five years and the gaming operators have outstripped their Las Vegas counterparts in revenue and profits. But rapid economic growth has also brought social and political problems. In this structured survey of modern Macao, 15 experts examine the effects of massive foreign investment, the problems of governance, and increasing public policy challenges in a time of rapid change and potential social instability. They also discuss the efficacy or otherwise of measures to address economic hardship, social dislocation and political change over the past decade. Gaming, Governance and Public Policy in Macau will be of interest to anyone concerned with the gaming industry and its uses in strategies for economic growth. For those who want to know more about Macao than its gaming tables and neon lights, the book will provide a range of interpretations of the way in which the city is developing.
Art, Science, Magic, and the Computer Game Medium
Archaeology, Art, and Texts
The ancient region of Gandhara, with its prominent Buddhist heritage, has long fascinated scholars of art history, archaeology, and textual studies. Discoveries of inscriptions, text fragments, sites, and artworks in the last decade have redefined how we understand the region and its cultural complexity. The essays in this volume reassess Gandharan Buddhism in light of these findings, utilizing a multidisciplinary approach that illuminates the complex historical and cultural dynamics of the region. By integrating archaeology, art history, numismatics, epigraphy, and textual sources, the contributors articulate the nature of Gandharan Buddhism, its practices, and the significance of the relic tradition.
Globalization and Nationalism in Indian Television
Shanti Kumar's Ghandi Meets Primetime examines how cultural imaginations of national identity have been transformed by the rapid growth of satellite and cable television in postcolonial India. To evaluate the growing influence of foreign and domestic satellite and cable channels since 1991, the book considers a wide range of materials including contemporary television programming, historical archives, legal documents, policy statements, academic writings and journalistic accounts._x000B_Kumar argues that India's hybrid national identity is manifested in the discourses found in this variety of empirical sources. He deconstructs representations of Mahatma Gandhi as the Father of the Nation on the state-sponsored network Doordarshan and those found on Rupert Murdoch's STAR TV network. The book closely analyzes print advertisements to trace the changing status of the television set as a cultural commodity in postcolonial India and examines publicity brochures, promotional materials and programming schedules of Indian-language networks to outline the role of vernacular media in the discourse of electronic capitalism. The empirical evidence is illuminated by theoretical analyses that combine diverse approaches such as cultural studies, poststructuralism and postcolonial criticism. _x000B__x000B_