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Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962.While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. A profitable and popular relationship was established between the video game industry and the military, and continues today with video game franchises like America’s Army, which was developed by the U.S.Army as a public relations and recruitment tool. This collection features all new essays that explore how modern warfare has been represented in and influenced by video games. The contributors explore the history and political economy of video games and the "military-entertainment complex;" present textual analyses of military-themed video games such as Metal Gear Solid; and offer reception studies of gamers, fandom, and political activism within online gaming.
Barry, award-winning author of "
A journey through the uncomputable remains of computer history Narrating some lesser known episodes from the deep history of digital machines, Alexander R. Galloway explains the technology that drives the world today, and the fascinating people who brought these machines to life. With an eye to both the computable and the uncomputable, Galloway shows how computation emerges or fails to emerge, how the digital thrives but also atrophies, how networks interconnect while also fray and fall apart. By re-building obsolete technology using today's software, the past comes to light in new ways, from intricate algebraic patterns woven on a hand loom, to striking artificial-life simulations, to war games and back boxes. A description of the past, this book is also an assessment of all that remains uncomputable as we continue to live in the aftermath of the long digital age.
The Politics of Values examines the emergence, climax, and gradual erosion of the symbiotic relationship between the Republican Party and the Evangelicals from 1998 to 2008. It argues that their similar, conservative, social values tied them together in moral, ideological, and partisan ways during the last decade, thus jeopardizing the principle of the separation of church and state and doing irreparable harm to the American political process.
In the current century, games play a key role in many areas of our lives. Once thought frivolous and nerdy, videogames are now the leading global entertainment medium, and games are widely used in education, medicine, government...and war. Since 2014, the US government has directed the military to expand the use of wargames across their training, planning, and rehabilitation spheres. Combining original empirical data gathered at US military computer-assisted command post exercises (CPXs) and school-houses with a distinctive theory of immersive play, The Politics of Play offers a new critical analysis of the use of wargaming to produce soldiers in the digital age.
Disruptive Play: The Trickster in Politics and Culture journeys from ancient folkloric appearances of Tricksters such as Raven and ṣ -Elegba, to their confined role in Western civilization, and then on to Trickster's 20th century jailbreak as led by dada and the hippies. Disruptive Play bears witness to how this spirit informs social progress today, whether by Anonymous, Banksy, Bugs Bunny, or unrevealed mischief-makers and culture jammers. Such play is revolutionary and lights the path to a transformed society. Original Play is the frolic and noncompetitive play that animals and human babies do in order to have fun and to keep on playing...not to win or to lose. It is a substance of the universe that occurs in all life. It is the behavior by which love and belonging are expressed, given, and received. When play moves into contest or other roles and rules, with winners and losers, it becomes Cultural Play. Issues of ego and narcissism are issues for Cultural Play, not for Original Play. Disruptive Play occurs in the rare times when the rhythms of Original Play suddenly appear in a political or cultural setting, settings conventionally fraught with Cultural Play. Like driving a clown car across the field during an official NFL game. Or Raven tricking Chief into releasing the sun, the moon, and the stars into the sky. Or a surreptitious Banksy graffiti that invades a museum or the public commons. Tricking power into performing an act of love. Disruptive Play: The Trickster In Politics and Culture connects knowledge from mythology, folklore, popular culture, art, politics, and play theory to make its casethatto be playful means not taking power seriously. At critical mass, power collapses and leaves us swimming about in the waters of the amoral Trickster.New values emerge and could lead to some version of the dystopia that currently drenches popular culture. Or, if people can discern between the authentic contact and exhilaration of play, and branded, mediated, alienated pleasure, then we just might stumble and frolic our way to the Play Society. Disurptive Play is ideal for enthusiasts of the human condition and those who hold out for the vision, however slim, of the Play Society.
Sporting Performances is the first anthology to tackle sports and physical culture from a performance perspective; it serves as an invitation and provocation for scholarly discourse on the connections between sports and physical culture, and theatre and performance. Through a series of intriguing case studies that blur the lines between the realms of politics, sports, physical culture, and performance, this book assumes that sporting performances, much like theatre, serve as barometers, mirrors, and refractors of the culture in which they are enmeshed. Some of the topics include nineteenth-century variety show pugilists, athletes on Broadway, sumo wrestlers, rhythmic gymnasts, and Strava enthusiasts. While analyzing sport through the lens of theatre and performance, this anthology reflects on how physical culture and sports contribute to identity formation and the effects of nuanced imprints of physical activity on the mind, soul, and tongue. Written primarily for those interested in physical fitness, sports, dance, and physical theatre, this interdisciplinary volume is a crucial tool for Performance and Theatre Studies students and those in the fields of Sports Studies, Cultural Studies, Women’s and Gender Studies, and American Studies more broadly.
‘...a fascinating account of one of the most important figures in PNG's first 40 years of Independence.’ – Sean Dorney, journalistBorn on a remote island in Papua New Guinea to a migrant Chinese father and indigenous mother, Julius Chan overcame poverty, discrimination, and family tragedy to become one of Papua New Guinea’s longest-serving and most influential politicians.His 50-year career, including two terms as Prime Minister, encompasses a crucial period of Papua New Guinea’s history, particularly its coming of age from an Australian colony to a leading democratic nation in the South Pacific. Chan has played a significant role during these decades of political, economic and social change. Playing the Game offers unique insights into one of the world’s most ancient and complex tribal cultures. It also explores the vexed issues of increasing corruption, government failure, and the unprecedented exploitation of its precious natural resources.In the first memoir by a Papua New Guinean leader in forty years, Sir Julius Chan explores his decision in 1997 to hire a private military force, Sandline International, to quell the ongoing civil crisis in Bougainville. This controversial deal sparked worldwide outrage, cost Sir Julius the prime ministership and led to ten years in the political wilderness. He was re-elected as Governor of New Ireland in 2007, aged 68, a seat he has held ever since.Playing the Game is an authentic and compelling account of Chan’s private and political life, and offers a rare insight into how the modern nation of Papua New Guinea came to be, the vision and values it was founded on, and the extraordinary challenges it faces in the 21st century.
The Routledge Companion to Theatre and Politics is a volume of critical essays, provocations, and interventions on the most important questions faced by today’s writers, critics, audiences, and theatre and performance makers. Featuring texts written by scholars and artists who are diversely situated (geographically, culturally, politically, and institutionally), its multiple perspectives broadly address the question "How can we be political now?" To respond to this question, Peter Eckersall and Helena Grehan have created eight galvanising themes as frameworks or rubrics to rethink the critical, creative, and activist perspectives on questions of politics and theatre. Each theme is linked to a set of guiding keywords: Post (post consensus, post-Brexit, post-Fukushima, post-neoliberalism, post-humanism, post-global financial crisis, post-acting, the real) Assembly (assemblage, disappearance, permission, community, citizen, protest, refugee) Gap (who is in and out, what can be seen/heard/funded/allowed) Institution (visibility/darkness, inclusion, rules) Machine (biodata, surveillance economy, mediatisation) Message (performance and conviction, didacticism, propaganda) End (suffering, stasis, collapse, entropy) Re. (reset, rescale, reanimate, reimagine, replay: how to bring complexity back into the public arena, how art can help to do this). These themes were developed in conversation with key thinkers and artists in the field, and the resulting texts engage with artistic works across a range of modes including traditional theatre, contemporary performance, public protest events, activism, and community and participatory theatre. Suitable for academics, performance makers, and students, The Routledge Companion to Theatre and Politics explores questions of how to be political in the early 21st century, by exploring how theatre and performance might provoke, unsettle, reinforce, or productively destabilise the status quo.
AS LONG AS PEOPLE HAVE WORKED together, they have engaged in political games. Motivated by short-term gains promotions, funding for a project, budget increases, status with the boss people misuse their time and energy. Today, when many organizations are fighting for their lives and scarce resources there is increased stress and anxiety, and employees are engaging in games more intensely than ever before. Organizational experts Mauricio Goldstein and Philip Read argue that office games those manipulative behaviors that distract employees from achieving their mission are both conscious and unconscious. They can and should be effectively minimized. In Games at Work, the authors offer tools to diagnose the most common games that people play and outline a three-step process to effectively deal with them. Some of the games they explore include: GOTCHA: identifying and communicating others' mistakes in an effort to win points from higher-ups GOSSIP: engaging in the classic rumor mill to gain political advantage SANDBAGGING: purposely low-balling sales forecasts as a negotiating ploy GRAY ZONE: deliberately fostering ambiguity or lack of clarity about who should do what to avoid accountability Filled with real-world, entertaining examples of games in action, Games at Work is an invaluable resource for managers and all professionals who want to substitute straight talk for games in their organizations and boost productivity, commitment, innovation, and ultimately the bottom line.