The Peace Vernacular Epistemologies of CONAMI.

The Peace Vernacular Epistemologies of CONAMI.
Author: Alaide Vences Estudillo
Publisher:
Total Pages: 0
Release: 2022
Genre:
ISBN:


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This collaborative research dismantles prevalent ideas around Indigenous peoples' epistemologies on peace, arguing that the epistemologies that Indigenous peoples have built about peace do not correspond to the past but rather are evolutionary. Indigenous women play a central role revitalizing the worldviews of their peoples. As an example, I recover the knowledge that the members of the National Coordination of Indigenous Women (CONAMI) built through their collective struggle in favor of Indigenous self-determination, aligning their fundamental rights as women with the rights of their peoples. CONAMI has been an example of a solid political space, in Mexico, and perhaps in the world, supporting women to reclaim and re-signify their Indigenous roots, resisting against past and contemporaneous forms of colonization. The main participants of this research weave community networks, negotiate with multiple actors and intervene in different spaces to push forward the structural eradication of racism, sexism, and ageism.

The Peace Epistemologies of the National Coordination of Indigenous Women in Mexico

The Peace Epistemologies of the National Coordination of Indigenous Women in Mexico
Author: Alaíde Vences Estudillo
Publisher: Rowman & Littlefield
Total Pages: 287
Release: 2023
Genre: Political Science
ISBN: 1666939390


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By focusing on the efforts of the National Coordination of Indigenous Women (CONAMI) to dismantle racism, sexism, ageism, and other forms of discrimination, this book challenges outdated assumptions about the roles of Indigenous people--especially women--in creating proactive, responsive, and socially progressive peace epistemologies.

Ancient Greece and Rome in Videogames

Ancient Greece and Rome in Videogames
Author: Ross Clare
Publisher: Bloomsbury Publishing
Total Pages: 241
Release: 2021-06-03
Genre: Games & Activities
ISBN: 135015721X


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This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.

Gaming, Simulations and Society

Gaming, Simulations and Society
Author: International Simulation and Gaming Association. International Conference
Publisher: Springer Science & Business Media
Total Pages: 340
Release: 2005
Genre: Business & Economics
ISBN: 9784431223085


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Annotation This book presents a current research scope and perspective of Simulation and Gaming. Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming. The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling. Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline. The ever growing and massive popularity of PC and arcade games cannot be ignored. Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.

Unit Operations

Unit Operations
Author: Ian Bogost
Publisher: MIT Press
Total Pages: 261
Release: 2008-01-25
Genre: Social Science
ISBN: 0262261898


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In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies." The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.

Anarchist Modernity

Anarchist Modernity
Author: Sho Konishi
Publisher: BRILL
Total Pages: 440
Release: 2020-05-11
Genre: History
ISBN: 1684175313


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"Mid-nineteenth century Russian radicals who witnessed the Meiji Restoration saw it as the most sweeping revolution in recent history and the impetus for future global progress. Acting outside imperial encounters, they initiated underground transnational networks with Japan. Prominent intellectuals and cultural figures, from Peter Kropotkin and Lev Tolstoy to Saigo Takamori and Tokutomi Roka, pursued these unofficial relationships through correspondence, travel, and networking, despite diplomatic and military conflicts between their respective nations.Tracing these non-state networks, Anarchist Modernity uncovers a major current in Japanese intellectual and cultural life between 1860 and 1930 that might be described as “cooperatist anarchist modernity”—a commitment to realizing a modern society through mutual aid and voluntary activity, without the intervention of state governance. These efforts later crystallized into such movements as the Nonwar Movement, Esperantism, and the popularization of the natural sciences.Examining cooperatist anarchism as an intellectual foundation of modern Japan, Sho Konishi offers a new approach to Japanese history that fundamentally challenges the “logic” of Western modernity. It looks beyond this foundational construct of modern history writing to understand people, practices, and cultural expressions that have been forgotten or dismissed as products of anti-modern nativist counter urges against the West."

Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions

Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions
Author: Antonio José Planells de la Maza
Publisher: Lulu.com
Total Pages: 270
Release: 2017-11-21
Genre: Performing Arts
ISBN: 1387386425


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In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.

Keys to Play

Keys to Play
Author: Roger Moseley
Publisher: Univ of California Press
Total Pages: 468
Release: 2016-10-28
Genre: Games & Activities
ISBN: 0520291247


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A free ebook version of this title is available through Luminos, University of California Press’s Open Access publishing program for monographs. Visit www.luminosoa.org to learn more. How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new.

Paratextualizing Games

Paratextualizing Games
Author: Benjamin Beil
Publisher: transcript Verlag
Total Pages: 364
Release: 2021-11-30
Genre: Social Science
ISBN: 3732854213


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Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?