Stark gender disparities characterize the places where digital gameplay often takes place-remote gaming setups, campus computer labs, esports arenas, and convention centers, for instance-as well as the overall cultures of video gameplay, spectatorship, and game production. Despite new franchises, platforms, and initiatives expanding games beyond their conventional audience of young, cis-het white men, gaming still feels off-limits or unsafe for many.The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic gender politics. Through a series of case studies that document the gender dynamics of the various sites where video games literally take and make place, author Nicholas Taylor unpacks questions about how place matters to digital play, how issues in gaming cultures and politics are perpetuated through particular arrangements of bodies, technologies, spaces, and infrastructures. In charting the connections between place, masculinities, and play, The Grounds of Gaming makes space for marginalized perspectives, practices, and populations in gaming cultures"--
The present book brings together several case studies, dealing with relevant facets of the work of some of philosophy’s all-time greats. The subject-matter topic being addressed differs significantly, but in each case there is an attempt to apply mathematical methods and perspectives to the solution of a key philosophical issue in a way that throws instructive light upon it. On this basis it emerges that the question “Are mathematical methods useful in philosophy?” finds a suggestive response in the fact that over two millennia key figures in the history of the subject have indeed thought so. And they have substantiated this view not so much by abstract argumentation on the basis of general principles, but by making this point through actual practice.
How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many. The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness. By inviting us to reconsider gaming's cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive.
First critical exploration of the history and endurance of masks in horror cinema Written by an established , award-winning author with a strong reputation for research in both academia and horror fans Interdisciplinary study that incorporates not only horror studies and cinema studies, but also utilises performance studies, anthropology, Gothic studies, literary studies and folklore studies.
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