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At an ecopark in Mexico, tourists pretend to be illegal migrants, braving inhospitable terrain and the U.S. Border Patrol as they attempt to cross the border. At a living history museum in Indiana, daytime visitors return after dark to play fugitive slaves on the Underground Railroad. In the Mojave Desert, the U.S. Army simulates entire provinces of Iraq and Afghanistan, complete with bustling villages, insurgents, and Arabic-speaking townspeople, to train soldiers for deployment to the Middle East. At a nursing home, trainees put on fogged glasses and earplugs, thick bands around their finger joints, and sandbag harnesses to simulate the effects of aging and to gain empathy for their patients. These immersive environments in which spectator-participants engage in simulations of various kinds—or “simming”—are the subject of Scott Magelssen’s book. His book lays out the ways in which simming can provide efficacy and promote social change through affective, embodied testimony. Using methodology from theater history and performance studies (particularly as these fields intersect with cultural studies, communication, history, popular culture, and American studies), Magelssen explores the ways these representational practices produce, reify, or contest cultural and societal perceptions of identity.
World Political Theatre and Performance: Theories, Histories, Practices is the second collection of essays to emerge from the Political Performances Working Group at the International Federation for Theatre Research. Bringing together scholars and practitioners from multiple locations, the book analyses a range of examples – historical and contemporary – of counter-hegemonic theatre and performance. Part 1 offers a diachronic view of the relationship between activism and performance; Part 2 focuses on the changing nature of what constitutes ‘political theatre’ today. Case studies from Finland to India and from Chile to China are framed by section introductions that underline both commonalities and tensions, while the general introduction reflects on what a radical practice can look like in the face of global neoliberalism. Contributors: Julia Boll, Paola Botham, Marco Galea, Aneta Głowacka, Pujya Ghosh, Camila González Ortiz, Bérénice Hamidi-Kim, Fatine Bahar Karlıdağ, Madli Pesti, José Ramón Prado-Pérez, Trish Reid, Mikko-Olavi Seppälä, Andy Smith, Evi Stamatiou, Wei Zheyu.
What happens when machines teach humans to dance? Dance video games transform players' experiences of popular music, invite experimentation with gendered and racialized movement styles, and present new possibilities for teaching, learning, and archiving choreography. Drawing on five years of research with players, game designers, and choreographers for the Just Dance and Dance Central games, Playable Bodies situates dance games in a media ecology that includes the larger game industry, viral music videos, reality TV competitions, marketing campaigns, and emerging surveillance technologies. Author Kiri Miller tracks the circulation of dance gameplay and related body projects across media platforms to reveal how dance games function as intimate media, configuring new relationships among humans, interfaces, music and dance repertoires, and social media practices.
This issue we are headlining the appearance of Norman Spinrad’s masterful short novel, Riding the Torch—one of my favorites of his, and a work that surely deserved more attention than it’s received. (But in a career that has produced such classics as Bug Jack Baron, The Iron Dream, and The Void Captain’s Tale, perhaps it’s understandable that one of Spinrad’s short novels hasn’t received the attention it deserved.) We also have a trio of original mysteries, four Golden Age science fiction tales, and a solve-it-yourself puzzler…more than enough to thrill even the most jaded reader! So, read on—you’re in for a treat. Here’s the complete lineup: Mysteries / Suspense / Adventure: “The Stolen Half-life of Alicia Desilva,” by Avram Lavinsky [Michael Bracken Presents short story] “The Case of the Snitched Snacks,” by Hal Charles [Solve-It-Yourself Mystery] “An Arm and a Leg,” by M. E. Proctor [Barb Goffman Presents short story] “The Devils You Know,” by Skye Alexander [short story] “Somebody Cares,” by Talmage Powell [short story] Science Fiction & Fantasy: Riding the Torch, by Norman Spinrad [short novel] “The Overlord’s Thumb,” by Robert Silverberg [short story] “Love and Moondogs,” by Richard McKenna [short story] “The Way Out,” by Richard R. Smith [short story] The High Ones, by Poul Anderson [short novel]
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.
A new collection of stories, including some that have never before been seen, from the New York Times best-selling author of the Silo trilogy Hugh Howey is known for crafting riveting and immersive page-turners of boundless imagination, spawning millions of fans worldwide, first with his best-selling novel Wool, and then with other enthralling works such as Sand and Beacon 23. Now comes Machine Learning, an impressive collection of Howey's science fiction and fantasy short fiction, including three stories set in the world of Wool, two never-before-published tales written exclusively for this volume, and fifteen additional stories collected here for the first time. These stories explore everything from artificial intelligence to parallel universes to video games, and each story is accompanied by an author's note exploring the background and genesis of each story. Howey's incisive mind makes Machine Learning: New and Collected Stories a compulsively readable and thought-provoking selection of short works--from a modern master at the top of his game.
Steven Andrews grew up atheist. He's bisexual. He was a foster child. He was abused and neglected. Nonetheless, God came to find him, and he became a college convert to Christianity. He is now a Presbyterian pastor, a nascent counselor, a husband, and a father. None of that was inevitable. This book is the story of how all that came to be. It's a narrative of vulnerability and authenticity. It's a journey through evangelism, queer identity, and healing from trauma. It's a plea for the future of the mainline church. Most of all, it's one person sharing their story and encouraging you to share your own--as we all strive to be the people God made us to be.
Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."
Experiential Spectatorship offers a lens for analyzing audience experience with(in) a variety of contemporary media. Using a broad-based perspective, this media includes participatory theatre, video games, digital simulations, social media platforms, alternate reality games, choose your own adventure narratives, interactive television, and a variety of other experiential performance events. Through a taxonomy that includes Immersion, Participation, Game Play, and Role Play the book guides the reader to understand the ways mediatization and technics brought about by digital technologies are changing the capacities and expectations of contemporary audiences. In their daily interactions and relations with their technologies, they become mediatized spectators. By reading these technologies' impacts on individual subjectivity prior to acts of spectatorship, one gains the tools to best describe how the spectator creates forms of relational exchange with their experential media. This book prepares the reader to think in a digital manner so they can best recognize how performance and spectatorship in the twenty-first century are evolving to meet the needs of future waves of spectators brought up in a postdigital world.