This book presents a compilation of articles on the subject of game studies written over the last ten years. These texts reflect a decade of research in European computer game studies from a theoretical perspective that combines philosophy, cultural studies, visual studies, and media studies in a way that is unique to a specific type of media theory developed in Germany over the last thirty years. This theory differs quite significantly from media studies as usually conceived in Anglo-American academia, providing new perspectives that are rooted in continental philosophical traditions ranging from phenomenology to post-structuralism and newer forms of “presence studies” in aesthetic theory. The book provides (1) an introduction to a continental approach to game philosophy; (2) an aesthetic theory of computer games rooted in concepts of performativity and epistemology; and (3) an introduction to an interdisciplinary approach to game studies that is based on philosophical perspectives on the subject matter.
Collectively known as Hallyu, Korean music, television programs, films, online games, and comics enjoy global popularity, thanks to new communication technologies. In recent years, Korean popular culture has also become the subject of academic inquiry. Whereas the Hallyu’s impact on Korea’s national image and domestic economy, as well as on transnational cultural flows, have received much scholarly attention, there has been little discussion of the role of social media in Hallyu’s propagation. Contributors to Hallyu 2.0: The Korean Wave in the Age of Social Media explore the ways in which Korean popular cultural products are shared by audiences around the globe; how they generate new fans, markets, and consumers through social media networks; and how scholars can analyze, interpret, and envision the future of this unprecedented cultural phenomenon.
Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.
RGVV (History of Religion: Essays and Preliminary Studies) brings together the mutually constitutive aspects of the study of religion(s)--contextualized data, theory, and disciplinary positioning--and engages them from a critical historical perspective. The series publishes monographs and thematically focused edited volumes on specific topics and cases as well as comparative work across historical periods from the ancient world to the modern era.
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