Games of Empire

Games of Empire
Author: Nick Dyer-Witheford
Publisher: U of Minnesota Press
Total Pages: 337
Release: 2009
Genre: Business & Economics
ISBN: 0816666105

Introduction : Games in the age of empire -- Game engine : labor, capital, machine -- Immaterial labor : a workers' history of videogaming -- Cognitive capitalism : electronic arts -- Machinic subjects : the XBOX and its rivals -- Gameplay : virtual/actual -- Banal war : full spectrum warrior -- Biopower play : world of warcraft -- Imperial city : grand theft auto -- New game? -- Games of multitude -- Exodus : the metaverse and the mines.


Games of Empire

Games of Empire
Author: Nick Dyer-Witheford
Publisher: U of Minnesota Press
Total Pages: 425
Release: 2013-11-30
Genre: Social Science
ISBN: 1452942706

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.


Empire De/Centered

Empire De/Centered
Author: Maxim Waldstein
Publisher: Routledge
Total Pages: 362
Release: 2016-05-06
Genre: History
ISBN: 1317144376

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.


Visualizing Empire

Visualizing Empire
Author: Rebecca Peabody
Publisher: Getty Publications
Total Pages: 202
Release: 2021-01-19
Genre: Art
ISBN: 1606066684

An exploration of how an official French visual culture normalized France’s colonial project and exposed citizens and subjects to racialized ideas of life in the empire. By the end of World War I, having fortified its colonial holdings in the Caribbean, Latin America, Africa, the Indian Ocean, and Asia, France had expanded its dominion to the four corners of the earth. This volume examines how an official French visual culture normalized the country’s colonial project and exposed citizens and subjects alike to racialized ideas of life in the empire. Essays analyze aspects of colonialism through investigations into the art, popular literature, material culture, film, and exhibitions that represented, celebrated, or were created for France’s colonies across the seas. These studies draw from the rich documents and media—photographs, albums, postcards, maps, posters, advertisements, and children’s games—related to the nineteenth- and twentieth-century French empire that are held in the Getty Research Institute’s Association Connaissance de l’histoire de l’Afrique contemporaine (ACHAC) collections. ACHAC is a consortium of scholars and researchers devoted to exploring and promoting discussions of race, iconography, and the colonial and postcolonial periods of Africa and Europe.


Gaming Utopia

Gaming Utopia
Author: Claudia Costa Pederson
Publisher: Indiana University Press
Total Pages: 281
Release: 2021-04-06
Genre: Games & Activities
ISBN: 0253054508

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.


Mapping an Empire of American Sport

Mapping an Empire of American Sport
Author: Mark Dyreson
Publisher: Routledge
Total Pages: 252
Release: 2013-09-13
Genre: Sports & Recreation
ISBN: 1317980360

Since the mid-nineteenth century, the United States has used sport as a vehicle for spreading its influence and extending its power, especially in the Western Hemisphere and around the Pacific Rim, but also in every corner of the rest of the world. Through modern sport in general, and through American pastimes such as baseball, basketball and the American variant of football in particular, the U.S. has sought to Americanize the globe’s masses in a long series of both domestic and foreign campaigns. Sport played roles in American programs of cultural, economic, and political expansion. Sport also contributed to American efforts to assimilate immigrant populations. Even in American games such as baseball and football, sport has also served as an agent of resistance to American imperial designs among the nations of the Western hemisphere and the Pacific Rim. As the twenty-first century begins, sport continues to shape American visions of a global empire as well as framing resistance to American imperial designs. Mapping an Empire of American Sport chronicles the dynamic tensions in the role of sport as an element in both the expansion of and the resistance to American power, and in sport’s dual role as an instrument for assimilation and adaptation. This book was published as a special issue of the International Journal of the History of Sport.


Sports around the World [4 volumes]

Sports around the World [4 volumes]
Author: John Nauright
Publisher: Bloomsbury Publishing USA
Total Pages: 2056
Release: 2012-04-06
Genre: Sports & Recreation
ISBN: 159884301X

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 Empire's New Clothes

The Empire's New Clothes
Author: Philip Murphy
Publisher: Oxford University Press
Total Pages:
Release: 2018-08-01
Genre: History
ISBN: 0190935006

In the wake of Brexit, the Commonwealth has been identified as an important body for future British trade and diplomacy, but few know what it actually does. How is it organized and what has held it together for so long? How important is the Queen's role as Head of the Commonwealth? Most importantly, why has it had such a troubled recent past, and is it realistic to imagine that its fortunes might be reversed?In The Empire's New Clothes,? Murphy strips away the gilded self-image of the Commonwealth to reveal an irrelevant institution afflicted by imperial amnesia. He offers a personal perspective on this complex and poorly understood institution, and asks if it can ever escape from the shadow of the British Empire to become an organization based on shared values, rather than a shared history.


BioWare: Stories and Secrets from 25 Years of Game Development

BioWare: Stories and Secrets from 25 Years of Game Development
Author: Bioware
Publisher: Dark Horse Comics
Total Pages: 332
Release: 2020-12-15
Genre: Games & Activities
ISBN: 1506718809

From the BioWare's isometric role-playing roots to its intense space operas and living worlds, chart the legendary game studio's first 25 years in this massive retrospective. BioWare - Stories and Secrets from 25 Years of Game Development puts you in the room during key moments in BioWare's history, with never-before-seen art and photos anchored by candid stories from developers past and present. See what it took to make games in those wild early days. Pore over details of secret, cancelled projects. Discover the genesis of beloved characters and games. Presented and designed by Dark Horse Books, this tribute to BioWare's legacy is a must-have for any fan of the best stories you can play.