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Navigating between society’s moral panics about the influence of violent videogames and philosophical texts about self-cultivation in the martial arts, The Virtual Ninja Manifesto asks whether the figure of the ‘virtual ninja’ can emerge as an aspirational figure in the twenty-first century. Engaging with the literature around embodied cognition, Zen philosophy and techno-Orientalism it argues that virtual martial arts can be reconstructed as vehicles for moral cultivation and self-transformation. It argues that the kind of training required to master videogames approximates the kind of training described in Zen literature on the martial arts. Arguing that shift from the actual dōjō to a digital dōjō represents only a change in the technological means of practice, it offers a new manifesto for gamers to signify their gaming practice. Moving beyond perennial debates about the role of violence in videogames and the manipulation of moral choices in gamic environments it explores the possibility that games promote and assess spiritual development.
This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.
This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.
A decade ago, the question was ‘could martial arts ever be studied academically?’ Today we are witnessing the global emergence and rapid proliferation of Martial Arts Studies – an exciting and dynamic new field that studies all aspects of martial arts in culture, history, and society. In recent years there have been a proliferation of studies of martial arts and race, gender, class, nation, ethnicity, identity, culture, politics, history, economics, film, media, art, philosophy, gaming, education, embodiment, performance, technology and many other matters. Given the diversity of topics and approaches, the question for new students and researchers is one of how to orientate oneself and gain awareness of the richness and diversity of the field, make sense of different styles of academic approach, and organise one’s own study, research and writing. The Martial Arts Studies Reader answers this need, by bringing together pioneers of the field and scholars at its cutting edges to offer authoritative and accessible insights into its key concerns and areas. Each chapter introduces and sets out an approach to and a route through a key issue in a specific area of martial arts studies. Taken together or in isolation, the chapters offer stimulating and exciting insights into this fascinating research area. In this way, The Martial Arts Studies Reader offers the first authoritative field-defining overview of the global and multidisciplinary phenomena of martial arts and martial arts studies.
Signs and images of Chinese martial arts increasingly circulate through global media cultures. As tropes of martial arts are not restricted to what is considered one medium, one region, or one (sub)genre, the essays in this collection are looking across and beyond these alleged borders. From 1920s wuxia cinema to the computer game cultures of the information age, they trace the continuities and transformations of martial arts and media culture across time, space, and multiple media platforms.
What do martial arts signify today? What do they mean for East-West cross cultural exchanges? How does the representation of martial arts in popular culture impact on the wide world? What is authentic practice? What does it all mean? From Kung Fu to Jiujitsu and from Bruce Lee to The Karate Kid, Mythologies of Martial Arts explores the key myths and ideologies in martial arts in contemporary popular culture. The book combines the author’s practical, professional and academic experience of martial arts to offer new insights into this complex, contradictory world. Inspired by the work of Roland Barthes in Mythologies, the book focusses on the signs, signifiers and practices of martial arts globally. Bringing together cultural studies, film studies, media studies, postcolonial studies with the emerging field of martial arts studies the book explores the broader significance of martial arts in global culture. Using an accessible yet theoretically sophisticated style the book is ideal for students, scholars and anyone interested in any type of martial art.
Sport sociology has a responsibility to engage critically with the accepted wisdom of those who govern and promote sport. This challenging collection of international research is a clear call for enacting the transformation of sport. The contributing authors argue that it is not enough to merely advocate for change. Rather, they insist that scholars need to take an active political stance when conducting research with the explicit purpose of attempting to transform the practices, structures, and the ways in which knowledge is produced about sport. By exposing and challenging the power relations which perpetuate discrimination and inequality within sport, it becomes possible to catalyse wider societal changes. Drawing on a diversity of topics including sport for development and peace, transnational feminism, disability sport, refugees and football activism, FIFA, the Olympics, sports journalism and digital sports media, this book makes a case for sport sociology as an agent of positive change in the hierarchies and institutional structures of contemporary sport. Transforming Sport: Knowledges, Practices, Structures provides valuable insights for all students and scholars interested in the sociology of sport and its transformative potential.
This handbook is currently in development, with individual articles publishing online in advance of print publication. At this time, we cannot add information about unpublished articles in this handbook, however the table of contents will continue to grow as additional articles pass through the review process and are added to the site. Please note that the online publication date for this handbook is the date that the first article in the title was published online.