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In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
In 1991 the Soviet empire collapsed, at a stroke throwing the certainties of the Cold War world into flux. Yet despite the dramatic end of this 'last empire', the idea of empire is still alive and well, its language and concepts feeding into public debate and academic research. Bringing together a multidisciplinary and international group of authors to study Soviet society and culture through the categories empire and space, this collection demonstrates the enduring legacy of empire with regard to Russia, whose history has been marked by a particularly close and ambiguous relationship between nation and empire building, and between national and imperial identities. Parallel with this discussion of empire, the volume also highlights the centrality of geographical space and spatial imaginings in Russian and Soviet intellectual traditions and social practices; underlining how Russia's vast geographical dimensions have profoundly informed Russia's state and nation building, both in practice and concept. Combining concepts of space and empire, the collection offers a reconsideration of Soviet imperial legacy by studying its cultural and societal underpinnings from previously unexplored perspectives. In so doing it provides a reconceptualization of the theoretical and methodological foundations of contemporary imperial and spatial studies, through the example of the experience provided by Soviet society and culture.
This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience – including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.
In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.
A time of ambition, treachery and dangerous secrets . . . Rita Douglas is plucked from her dead-end job and trained as a reluctant US spy. All because she has the latent genetic talent to hop between alternate timelines - and infiltrate them. The United States is waging a high-tech war, targeting assassins who can move between worlds to deliver death on a mass scale. And Rita will be their secret weapon. Miriam Beckstein has her own mission, as a politician in an industrial revolution US. She must accelerate her world's technology before their paranoid American twin finds them. It would blow them to hell. After all, they've done it before. Each timeline also battles internal conspiracies, as a cold war threatens to turn white hot. But which world is the aggressor - and will Rita have to choose a side? This new series is set in the same world as Charles Stross' 'Merchant Princes' series.
This multivolume set is much more than a collection of essays on sports and sporting cultures from around the world: it also details how and why sports are played wherever they exist, and examines key charismatic athletes from around the world who have transcended their sports. Sports Around the World: History, Culture, and Practice provides a unique, global overview of sports and sports cultures. Unlike most works of this type, this book provides both essays that examine general topics, such as globalization and sport, international relations and sport, and tourism and sport, as well as essays on sports history, culture, and practice in world regions—for example, Latin America and the Caribbean, the Middle East and North Africa, Europe, and Oceania—in order to provide a more global perspective. These essays are followed by entries on specific sports, world athletes, stadiums and arenas, famous games and matches, and major controversies. Spanning topics as varied as modern professional cycling to the fictional movie Rocky to the deadly ball game of the ancient Mayans, the first three volumes contain overview essays and entries for specific sports that have been and are currently practiced around the world. The fourth volume provides a compendium of information on the winners of major sporting competitions from around the world. Readers will gain invaluable insights into how sports have been enjoyed throughout all of human culture, and more fully comprehend their cultural contexts. The entries provide suggestions for further reading on each topic—helpful to general readers, students with school projects, university students and academics alike. Additionally, the four-volume Sports Around the World spotlights key charismatic athletes who have changed a sport or become more than just an outstanding player.
The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.