Narratives are everywhere--and since a significant part of contemporary media culture is defined by narrative forms, media studies need a genuinely transmedial narratology. Against …
World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that …
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people …
M Sicart - Games and culture, 2022 - journals.sagepub.com
This article proposes the concept of “plaything” as an instrument to inquire on the ontology and epistemology of the things we play with. Extending Barad's (2007) onto-epistemology …
" This is one of those rare books that causes you to rethink all your previous understandings of both time and space, to pay attention to what you have hitherto ignored or belittled. Full of …
Gerard Goggin has produced an incisive and penetrating overview of the world according to mobiles. Covering sight, sound and status, plus a host of other issues, he provides a …
S Mukherjee - Games and Culture, 2018 - journals.sagepub.com
The postcolonial has still remained on the margins of Game Studies, which has now incorporated at length, contemporary debates of race, gender, and other areas that …
In chapters examining a broad range of issues—including sexuality, politics, education, race, gender relations, the environment and social protest movements—Digitized Lives …
Late one night, half a century ago, as a gradu ate student in comparative lit er a ture neared the date of his doctoral oral exam, his wife dreamed they were woken up by the sound of a …