Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
A host of horror and fantasy’s top authors captures the spirit of supreme supernatural storyteller H. P. Lovecraft with eighteen chilling contemporary tales that would have made the master proud. “The Barrens” by F. Paul Wilson: In a tangled wilderness, unearthly lights lead the way to a world no human was meant to see. “His Mouth Will Taste of Wormwood” by Poppy Z. Brite: Two dabblers in black magic encounter a maestro of evil enchantment. “On the Slab” by Harlan Ellison: The corpse of a one-eyed giant brings untold fortune—and unspeakable fear—to whoever possesses it. “Pickman’s Modem” by Lawrence Watt-Evans: Horror is a keystroke away when an ancient evil lurks in modern technology. PLUS FOURTEEN MORE BLOOD-CURDLING STORIES “Shaft Number 247” by Basil Copper “The Adder” by Fred Chappell “Fat Face” by Michael Shea “The Big Fish” by Kim Newman “I Had Vacantly Crumpled It into My Pocket . . . But by God, Eliot, It Was a Photograph from Life!” by Joanna Russ “H.P.L.” by Gahan Wilson “The Unthinkable” by Bruce Sterling “Black Man with a Horn” by T. E. D. Klein “Love’s Eldritch Ichor” by Esther M. Friesner “The Last Feast of Harlequin” by Thomas Ligotti “The Shadow on the Doorstep” by James P. Blaylock “Lord of the Land” by Gene Wolfe “The Faces at Pine Dunes” by Ramsey Campbell “24 Views of Mt. Fuji, by Hokusai” by Roger Zelazny
From the acclaimed author of Lost Souls, Drawing Blood, and Wormwood comes the provocative and thrilling serial killer novel that #1 New York Times bestselling author Peter Straub calls “a guidebook to hell.” To serial slayer Andrew Compton, murder is an art, the most intimate art. After feigning his own death to escape from prison, Compton makes his way to the United States with the ambition of bringing his art to new heights. Tortured by his own perverse desires and drawn to possess and destroy young boys, Compton inadvertently joins forces with Jay Byrne, a dissolute playboy who has pushed his own art to limits even Compton hadn’t previously imagined. Together, Compton and Byrne set their sights on an exquisite young Vietnamese American runaway, Tran, whom they deem to be the perfect victim. Swiftly moving from the grimy streets of London’s Piccadilly Circus to the decadence of New Orleans’s French Quarter, Poppy Z. Brite dissects the landscape of torture and invites us into the mind of a killer. With “intelligence, sweep, nerve, knowledge, and deeply unsettling erotic power” (Dennis Cooper, author of Frisk), Exquisite Corpse is a novel for those who dare trespass where the sacred and profane become one.
From the perfect lip stick to mergers and acquisitions, Lessons of a Lipstick Queen follows Popy King's extraordinary journey through the world of business and teaches you how to be more entrepreneurial in your own life. If an eighteen-year-old girl's search for the ideal matte lipstick can turn into a multimillion-dollar company, anything is possible. When Poppy King finished high school, all she had to show for herself were some lackluster grades and a hundred and one ways to get out of phys ed. Within three years, however, she was president of her own hugely successful lipstick brand, Poppy Industries. How did she do it? In Lessons of a Lipstick Queen, Poppy reveals how she managed to launch her business, extracting valuable lessons from the experience as she goes along. Through Poppy's example, you can learn how to become a real entrepreneur -- from recognizing a good idea and finding financing, to marketing yourself and your brand, to approaching the media and avoiding common pitfalls. Whether you are looking to go into business for the first time, or simply want to build on your current career, Poppy King is the voice of experience that you should be listening to. In a world where everyone is eager to get ahead, it's essential to think like an entrepreneur. Much more than just a guide to success, Lessons of a Lipstick Queen is a candid adventure story designed to take you on a journey of self-discovery. Filled with exercises, concrete tips, and Poppy's personal and professional anecdotes, this motivational book will help readers get in touch with their inner entrepreneur.
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
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