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Ready Player Two

Ready Player Two
A Novel

by Ernest Cline

  • Publisher : Ballantine Books
  • Release : 2020-11-24
  • Pages : 384
  • ISBN : 1524761354
  • Language : En, Es, Fr & De
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#1 NEW YORK TIMES BESTSELLER • The thrilling sequel to the beloved worldwide bestseller Ready Player One, the near-future adventure that inspired the blockbuster Steven Spielberg film. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY THE WASHINGTON POST • “The game is on again. . . . A great mix of exciting fantasy and threatening fact.”—The Wall Street Journal AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY? Days after winning OASIS founder James Halliday’s contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday’s vaults, waiting for his heir to find, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous—and addictive—than even Wade dreamed possible. With it comes a new riddle, and a new quest—a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who’ll kill millions to get what he wants. Wade’s life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again.

Ready Player Two

Ready Player Two
The highly anticipated sequel to READY PLAYER ONE

by Ernest Cline

  • Publisher : Random House
  • Release : 2020-11-24
  • Pages : 384
  • ISBN : 1473539757
  • Language : En, Es, Fr & De
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Days after winning OASIS founder James Halliday's contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday's vaults, waiting for his heir to find it, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous - and addictive - than even Wade dreamed possible. With it comes a new riddle, and a new quest: a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who'll kill millions to get what he wants. Wade's life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again. _____________________ 'Delving back into the universe of OASIS is a nostalgic delight... fans will love returning to Cline's virtual world.' Press Association 'Living up to the smash hit Ready Player One - turned into a film by Steven Spielberg - was never going to be easy, but Ernest Cline's wry and savage sequel shows how it should be done... A wild ride. Make this into a movie now.' The Times 'Ernest Cline takes Ready Player One, gives it a software update, adds some more nostalgia and delivers sheer joy in Ready Player Two.' Phil Williams, Times Radio 'A stunning, futuristic thrill-ride, full of nostalgia and wonderful set-pieces. Ready Player Two improves on everything from its predecessor.' Daily Express

Ready Player Two

Ready Player Two
Women Gamers and Designed Identity

by Shira Chess

  • Publisher : U of Minnesota Press
  • Release : 2017-10-01
  • Pages : 240
  • ISBN : 1452954992
  • Language : En, Es, Fr & De
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Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Ready Player Two

Ready Player Two
A Book

by Ernest Cline

  • Publisher : Singel Uitgeverijen
  • Release : 2021-09-30
  • Pages : 129
  • ISBN : 902142620X
  • Language : En, Es, Fr & De
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Het langverwachte vervolg op de wereldwijde bestseller Ready Player One! ‘Het is moeilijk om de verwachtingen waar te maken na het ongelooflijke succes van Ready Player One, maar Ernest Cline doet het toch.’ THE TIMES Een paar dagen na het winnen van de door oasis-oprichter James Halliday georganiseerde wedstrijd doet Wade Watts een ontdekking die alles verandert: in de archieven van Halliday ligt een nieuwe technologie verborgen die de wereld zal veranderen en oasis duizend keer wonderbaarlijker – en verslavender – zal maken dan zelfs Wade ooit had durven dromen. Daarmee begint een nieuwe zoektocht, met een nieuw raadsel; Hallidays allerlaatste easter egg. Maar een onmogelijk krachtige en gevaarlijke nieuwe rivaal ligt op de loer. Iemand die over miljoenen lijken zal gaan om te krijgen wat hij wil. Dit keer staan niet alleen Wades eigen leven en de toekomst van oasis op het spel, maar ook het lot van de mensheid. ‘Een geweldige mix van spannende fantasie en dreigende werkelijkheid.’ THE WALL STREET JOURNAL ‘Veel mensen denken dat Ernest Cline over de toekomst schrijft, maar hij schrijft eigenlijk over de complexe wereld waarin we nu leven. Of je nou zwart, wit, vrouw of man bent, dit verhaal gaat over jou!’ TREVOR NOAH

Ready Player One

Ready Player One
A Book

by Ernest Cline

  • Publisher : Random House
  • Release : 2011-08-18
  • Pages : 384
  • ISBN : 1446493830
  • Language : En, Es, Fr & De
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PRE-ORDER NOW - READY PLAYER TWO: THE SEQUEL ______________________ THE BOOK BEHIND THE MAJOR MOTION PICTURE DIRECTED BY STEVEN SPIELBERG Now available for the first time in a beautiful hardback edition, perfect for hardcore fans and collectors A world at stake. A quest for the ultimate prize. Are you ready? It's the year 2044, and the real world has become an ugly place. We're out of oil. We've wrecked the climate. Famine, poverty, and disease are widespread. Like most of humanity, Wade Watts escapes this depressing reality by spending his waking hours jacked into the OASIS, a sprawling virtual utopia where you can be anything you want to be, where you can live and play and fall in love on any of ten thousand planets. And like most of humanity, Wade is obsessed by the ultimate lottery ticket that lies concealed within this alternate reality: OASIS founder James Halliday, who dies with no heir, has promised that control of the OASIS - and his massive fortune - will go to the person who can solve the riddles he has left scattered throughout his creation. For years, millions have struggled fruitlessly to attain this prize, knowing only that the riddles are based in the culture of the late twentieth century. And then Wade stumbles onto the key to the first puzzle. Suddenly, he finds himself pitted against thousands of competitors in a desperate race to claim the ultimate prize, a chase that soon takes on terrifying real-world dimensions - and that will leave both Wade and his world profoundly changed. ____________________________________ If you loved READY PLAYER ONE and can't wait for more, check out ARMADA, Ernest Cline's geek masterpiece! 'Wildly original and stuffed with irresistible nostalgia, Ready Player One is a spectacularly genre-busting, ambitious, and charming debut' Independent 'Part intergalactic scavenger hunt, part romance, and all heart' CNN 'Ernest Cline's novel deserves to be a modern classic' SciFiNow 'Gorgeously geeky, superbly entertaining, this really is a spectacularly successful debut' Daily Mail

Armada

Armada
From the author of READY PLAYER ONE

by Ernest Cline

  • Publisher : Random House
  • Release : 2015-07-16
  • Pages : 368
  • ISBN : 1448184088
  • Language : En, Es, Fr & De
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PRE-ORDER NOW - READY PLAYER TWO: THE HIGHLY ANTICIPATED SEQUEL TO READY PLAYER ONE _______________________ '[A] masterful tale of Earth's desperate struggle against a powerful alien foe.' - Andy Weir, bestselling author of The Martian _______________________ It's just another day of high school for Zack Lightman. He's daydreaming through another boring math class, with just one more month to go until graduation and freedom-if he can make it that long without getting suspended again. Then he glances out his classroom window and spots the flying saucer. At first, Zack thinks he's going crazy. A minute later, he's sure of it. Because the UFO he's staring at is straight out of the videogame he plays every night, a hugely popular online flight simulator called Armada-in which gamers just happen to be protecting the earth from alien invaders. But what Zack's seeing is all too real. And his skills-as well as those of millions of gamers across the world-are going to be needed to save the earth from what's about to befall it. Yet even as he and his new comrades scramble to prepare for the alien onslaught, Zack can't help thinking of all the science-fiction books, TV shows, and movies he grew up reading and watching, and wonder: Doesn't something about this scenario seem a little too... familiar? Armada is at once a rollicking, surprising thriller, a classic coming of age adventure, and an alien-invasion tale like nothing you've ever read before-one whose every page is infused with author Ernest Cline's trademark pop-culture savvy. _______________________ Here's what everyone's saying about this epic masterpiece: 'a modern classic' - R.M. Rangeley on Amazon, 5 stars 'A modern masterpiece full of a new style of literary magic' - Spiros Kagadis on Amazon, 5 stars 'Excellent. Even better than Ready Player One.' - David Hay on Amazon, 5 stars 'One of my favourite books of all time. Incredibly well written' - Erin Coppin on Amazon, 5 stars 'Awesome! If you liked Ready Player One, would be very surprised if you don't like this' - T. Llewellyn-Sanders on Amazon, 5 stars 'Absolutely awesome!!! Read in less than 24 hours, hooked on every page' - R. Nicholson on Amazon, 5 stars 'Amazing and a great follow up read to Ready Player One!' - Chris on Amazon, 5 stars 'an incredible story which had me on the edge of my seat the whole time... a joy to read' - Helen Ratcliffe on Amazon, 5 stars 'Cline brings you back to all those amazing, unbelievable things you imagined could happen as a kid and makes them real' - Amazon reviewer, 5 stars 'Absolutely brilliant! Couldn't put it down, a must read' - Sam Bean on Amazon, 5 stars 'a love letter to old school alien invasion sci-fi... Highly, HIGHLY recommended for all fans of Cline's previous novel, Ready Player One, as well as any classic science fiction fan' - Izzy on Amazon, 5 stars 'Ernest Cline is celebrating this culture in a way that's not just adding another book to the genre, but actually truly celebrating it, the possibilities, wonders and madness of it all' - Heather on Amazon, 5 stars 'majorly, fantastically geeky... Armada just ticked all my boxes' - H. Ross on Amazon, 5 stars This book has been published with two different covers and may be delivered with either cover. Please rest assured that regardless of the cover, the content of the book is the same.

Science Fiction Literature through History: An Encyclopedia [2 volumes]

Science Fiction Literature through History: An Encyclopedia [2 volumes]
A Book

by Gary Westfahl

  • Publisher : ABC-CLIO
  • Release : 2021-07-31
  • Pages : 766
  • ISBN : 1440866171
  • Language : En, Es, Fr & De
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This book provides high school and undergraduate students, and other interested readers, with a comprehensive survey of science fiction history and numerous essays addressing major science fiction topics, authors, works, and subgenres written by a distinguished scholar. This encyclopedia deals with written science fiction in all of its forms, not only novels and short stories but also mediums often ignored in other reference books, such as plays, poems, comic books, and graphic novels. Some science fiction films, television programs, and video games are also mentioned, particularly when they are relevant to written texts. Its focus is on science fiction in the English language, though due attention is given to international authors whose works have been frequently translated into English. Since science fiction became a recognized genre and greatly expanded in the 20th century, works published in the 20th and 21st centuries are most frequently discussed, though important earlier works are not neglected. The texts are designed to be helpful to numerous readers, ranging from students first encountering science fiction to experienced scholars in the field. Provides readers with information about written science fiction in all its forms—novels, stories, plays, poems, comic books, and graphic novels Includes original interviews with major writers like Ted Chiang, Samuel R. Delany, Kim Stanley Robinson, and Connie Willis that are not available elsewhere Features numerous sidebars with additional data about various subjects and key passages from several classic works Includes hundreds of bibliographies of sources that provide additional information on various specific topics and the genre of science fiction as a whole

Let’s Add and Subtract

Let’s Add and Subtract
A Book

by Mike Askew

  • Publisher : 'The Rosen Publishing Group, Inc'
  • Release : 2021-07-15
  • Pages : 32
  • ISBN : 1725331586
  • Language : En, Es, Fr & De
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Numbers and math can be fun! In this bright and cheerful book, young readers will learn basic math principles and facts through easy and entertaining games that teach about addition and subtraction. Thoughtful questions help students consider more about the principles in play, and helpful tips assist educators in guiding them to learn more.

Ready Player Two - Spillet om Sirenen

Ready Player Two - Spillet om Sirenen
A Book

by Ernest Cline

  • Publisher : Tellerup A/S
  • Release : 2022-03-01
  • Pages : 606
  • ISBN : 8758846557
  • Language : En, Es, Fr & De
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EN UVENTET QUEST. TO VERDNER PÅ SPIL. ER DU KLAR? Få dage efter han har vundet OASIS-skaberen James Hallidays konkurrence, opdager Wade Watts noget som vil ændre alt. En teknologisk anordning ligger skjult i Hallidays arkiv og venter på at hans arving skal finde den. Den kan gøre OASIS tusind gange mere fantastisk … og afhængighedsskabende … end Wades vildeste fantasier. Med anordningen kommer en ny gåde og en ny quest: et sidste påskeæg fra Halliday der nævner en mystisk belønning. Og en uventet, meget kraftfuld og farlig fjende står på lur. En som ikke har noget imod at dræbe millioner af mennesker for at få hvad han vil have. Wades liv og OASIS’ fremtid er igen på spil. Men denne gang hænger menneskeheden også i en tråd. Ready Player Two – Spillet om Sirenen er fortsættelsen til Ready Player One – Spillet om OASIS og tager dig på endnu et opfindsomt, sjovt og tempofyldt eventyr i en spændingsfyldt fremtid.

Aspects of Science Fiction Studies: A Collection of Miscellaneous Articles on the Intersection of Posthumanism, Transhumanism, Anthropocene, and Post-Anthropocentrism in Some Select, Contemporary Novels

Aspects of Science Fiction Studies: A Collection of Miscellaneous Articles on the Intersection of Posthumanism, Transhumanism, Anthropocene, and Post-Anthropocentrism in Some Select, Contemporary Novels
A Book

by Dr. Indrajit Patra

  • Publisher : Pen2Print
  • Release : 2021-06-14
  • Pages : 353
  • ISBN : 8195111963
  • Language : En, Es, Fr & De
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The book intends to present a critique of some select, 21st Century, hard science fiction novels in order to explicate the various ways in which the elements of posthumanism, transhumanism, techno-singularity intersect and interact with other such ideas as monstrosity, animality, machinicity, post-anthropocentrism, and Anthropocene. The study divides its analysis into seven different chapters and attempts to present an elaborate study on various aspects of posthumanism, transhumanism, and singularity. The book despite being a collection of miscellaneous essays actually intends to show how a technologically mediated transhuman/posthuman culture will normally be defined by a total dissolution of binaries such as digital and real, animal and human, and machine and man. The book also wants to describe through its analysis of some select hard science fiction novels, that man-machine merger and creation of hyper-immersive virtual reality can function as two of the most effective agents for catalyzing a radically transformative, posthuman, post-scarcity, and techno-utopian culture. The analysis presented in the book is not totally oriented to the discussion of far-future implications of accelerated technological progress which is imperative for arriving at a transhuman or posthuman stage; rather, the book is equally concerned with the implications of rapid technological advancements in our present times, and so the study also posits that before ascending to the heights of posthuman status mankind has to cope with the good and bad aspects of the Anthropocene which is the next stage in our collective evolution and journey towards the trans-/posthuman state. The first chapter of this study attempts to bring to focus the phenomenon of a technologically-mediated dissolution of the binaries between man/animal, human/nonhuman, and subject/object which will be extremely important in the analysis of the emergence of a posthuman culture later in the study. Technological advancements can be seen here as either conducive towards creating a harmonious relationship between man and animal or through systematic denigration of the agency of the animal it can pave the way for the emergence of monstrosity. In Chapter 2 of the book, we shall delve deep into the analysis of horror as illustrated in the novels and video games of the Dead Space series. Here, through a multi-theoretical perspective, we shall find how horrors and monstrosity can manifest themselves in both written as well as digital, virtual media. In Chapter 3, we shall delve into the discussion of the power of simulation in the construction of an immersive and hyperreal post- /transhuman culture where the distinction between real and virtual and material and immaterial vanishes altogether. In Chapter 4 we dedicate the entire chapter to the study of Kim Stanley Robinson’s systems novel The Ministry for the Future (2020) to attempt a critique of the elements of good and bad Anthropocene. Though not directly and intimately related to the study of posthumanism and transhumanism, yet a discussion of the elements of the Anthropocene will be of immense contemporary relevance to us. The next Chapter, i.e., Chapter 5 will attempt to present an explication of the role of machines in the realization of posthuman culture. Chapter 6 is primarily concerned with an analysis of Stephen Baxter’s novels to see how posthuman culture is constructed around the agency of the autopoietic machines. The final chapter attempts to present a brief analysis of three of Iain M Banks’ Culture novels, namely Matter, Surface Detail, and Hydrogen Sonata to elaborate on the employment of posthuman/transhuman tropes in these works.

Play like a Feminist.

Play like a Feminist.
A Book

by Shira Chess

  • Publisher : MIT Press
  • Release : 2020-08-18
  • Pages : 184
  • ISBN : 0262360446
  • Language : En, Es, Fr & De
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An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means? In this provocative and enlightening book, Shira Chess urges us to play like feminists. Furthermore, she urges us to play video games like feminists. Playing like a feminist is empowering and disruptive; it exceeds the boundaries of gender yet still advocates for gender equality. Feminism need video games as much as video games need feminism.

Gamer Trouble

Gamer Trouble
Feminist Confrontations in Digital Culture

by Amanda Phillips

  • Publisher : NYU Press
  • Release : 2020-04-21
  • Pages : 256
  • ISBN : 1479870102
  • Language : En, Es, Fr & De
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Complicating perspectives on diversity in video games Gamers have been troublemakers as long as games have existed. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.

Story Mode

Story Mode
Video Games and the Interplay between Consoles and Culture

by Ph. D Strunk

  • Publisher : Rowman & Littlefield
  • Release : 2021-11-15
  • Pages : 240
  • ISBN : 1633886816
  • Language : En, Es, Fr & De
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Once considered niche, fringe, and the hobby of only outsiders or loners, video games have rapidly become one of the most popular and influential artistic forms of this century. Their imagery is near ubiquitous—children, adults, and even professional athletes know what a Fortnite dance is without having played the game, and every conversation about violence in media eventually turns toward Grand Theft Auto. We’ve reached a point where, through streaming platforms like Twitch, games don’t even need to be played to be enjoyed, as whole robust communities form around watching others play. Games have grown into more than just products; they’re touchstones, meaning that they’ve become popular enough for something radical to have happened: even while culture shapes our games, games have simultaneously begun shaping our culture. In Story Mode, video games critic and host of the No Cartridge podcast Trevor Strunk traces how some of the most popular and influential game series have changed over years and even decades of their continued existence and growth. We see how the Call of Duty games—once historical simulators that valorized conflicts like World War II—went “modern,” complete with endless conflicts, false flag murders of civilians, and hyperadvanced technology. It can be said that Fortnite’s runaway popularity hinges on a competition for finite resources in an era of horrific inequality. Strunk reveals how these shifts occurred as direct reflections of the culture in which games were produced, thus offering us a uniquely clear window into society’s evolving morals on a mass scale. Story Mode asks the question, Why do video games have a uniquely powerful ability to impact culture? Strunk argues that the participatory nature of games themselves not only provides players with a sense of ownership of the narratives within, but also allows for the consumption of games to be a revelatory experience as the meaning of a game is oftentimes derived by the manner in which they are played. Combining sharp criticism of our most beloved and well-known video game series with a fascinating discussion of how our cultural values form, Story Mode is a truly original examination of the unique space games now occupy, from one of the sharpest games critics working today.

Adventure Games

Adventure Games
Playing the Outsider

by Aaron A. Reed,John Murray,Anastasia Salter

  • Publisher : Bloomsbury Publishing USA
  • Release : 2020-02-20
  • Pages : 240
  • ISBN : 1501346563
  • Language : En, Es, Fr & De
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The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games, in categories including walking simulators, hidden object games, visual novels, and bestselling titles from companies like Telltale and Campo Santo. In this examination of heirs to the genre's legacy, the authors examine the genre from multiple perspectives, connecting technical analysis with critical commentary and social context. This will be the first book to consider this important genre from a comprehensive and transdisciplinary perspective. Drawing upon methods from platform studies, software studies, media studies, and literary studies, they reveal the genre's ludic and narrative origins and patterns, where character (and the player's embodiment of a character) is essential to the experience of play and the choices within a game. A deep structural analysis of adventure games also uncovers an unsteady balance between sometimes contradictory elements of story, exploration, and puzzles: with different games and creators employing a multitude of different solutions to resolving this tension.

Fifty Key Figures in Cyberpunk Culture

Fifty Key Figures in Cyberpunk Culture
A Book

by Anna McFarlane,Graham J. Murphy,Lars Schmeink

  • Publisher : Routledge
  • Release : 2022-05-13
  • Pages : 306
  • ISBN : 1000578615
  • Language : En, Es, Fr & De
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A collection of engaging essays on some of the most significant figures in cyberpunk culture, this outstanding guide charts the rich and varied landscape of cyberpunk from the 1970s to present day. The collection features key figures from a variety of disciplines, from novelists, critical and cultural theorists, philosophers, and scholars, to filmmakers, comic book artists, game creators, and television writers. Important and influential names discussed include: J. G. Ballard, Jean Baudrillard, Rosi Braidotti, Charlie Brooker, Pat Cadigan, William Gibson, Donna J. Haraway, Nalo Hopkinson, Janelle Monáe, Annalee Newitz, Katsuhiro Ōtomo, Sadie Plant, Mike Pondsmith, Ridley Scott, Bruce Sterling, and the Wachowskis. The editors also include an afterword of ‘Honorable Mentions’ to highlight additional figures and groups of note that have played a role in shaping cyberpunk. This accessible guide will be of interest to students and scholars of cultural studies, film studies, literature, media studies, as well as anyone with an interest in cyberpunk culture and science fiction.

Hacking in the Humanities

Hacking in the Humanities
Cybersecurity, Speculative Fiction, and Navigating a Digital Future

by Aaron Mauro

  • Publisher : Bloomsbury Publishing
  • Release : 2022-05-05
  • Pages : 224
  • ISBN : 1350230995
  • Language : En, Es, Fr & De
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What would it take to hack a human? How exploitable are we? In the cybersecurity industry, professionals know that the weakest component of any system sits between the chair and the keyboard. This book looks to speculative fiction, cyberpunk and the digital humanities to bring a human - and humanistic - perspective to the issue of cybersecurity. It argues that through these stories we are able to predict the future political, cultural, and social realities emerging from technological change. Making the case for a security-minded humanities education, this book examines pressing issues of data security, privacy, social engineering and more, illustrating how the humanities offer the critical, technical, and ethical insights needed to oppose the normalization of surveillance, disinformation, and coercion. Within this counter-cultural approach to technology, this book offers a model of activism to intervene and meaningfully resist government and corporate oversight online. In doing so, it argues for a wider notion of literacy, which includes the ability to write and fight the computer code that shapes our lives.

Your Wit Is My Command

Your Wit Is My Command
Building AIs with a Sense of Humor

by Tony Veale

  • Publisher : MIT Press
  • Release : 2021-09-07
  • Pages : 312
  • ISBN : 026236641X
  • Language : En, Es, Fr & De
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For fans of computers and comedy alike, an accessible and entertaining look into how we can use artificial intelligence to make smart machines funny. Most robots and smart devices are not known for their joke-telling abilities. And yet, as computer scientist Tony Veale explains in Your Wit Is My Command, machines are not inherently unfunny; they are just programmed that way. By examining the mechanisms of humor and jokes--how jokes actually works--Veale shows that computers can be built with a sense of humor, capable not only of producing a joke but also of appreciating one. Along the way, he explores the humor-generating capacities of fictional robots ranging from B-9 in Lost in Space to TARS in Interstellar, maps out possible scenarios for developing witty robots, and investigates such aspects of humor as puns, sarcasm, and offensiveness. In order for robots to be funny, Veale explains, we need to analyze humor computationally. Using artificial intelligence (AI), Veale shows that joke generation is a knowledge-based process--a sense of humor is blend of wit and wisdom. He notes that existing technologies can detect sarcasm in conversation, and explains how some jokes can be pre-scripted while others are generated algorithmically--all while making the technical aspects of AI accessible for the general reader. Of course, there's no single algorithm or technology that we can plug in to make our virtual assistants or GPS voice navigation funny, but Veale provides a computational roadmap for how we might get there.

The Bloomsbury Handbook of Posthumanism

The Bloomsbury Handbook of Posthumanism
A Book

by Mads Rosendahl Thomsen,Jacob Wamberg

  • Publisher : Bloomsbury Publishing
  • Release : 2020-07-23
  • Pages : 432
  • ISBN : 1350090484
  • Language : En, Es, Fr & De
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As our ideas of the human have come under increasing challenges – from technological change, from medical advances, from the existential threat of climate crisis, from an ideological decentering of the human, amongst many other things – the 'posthuman' has become an increasingly central topic in the Humanities. Bringing together leading scholars from across the world and a wide range of disciplines, this is the most comprehensive available survey of cutting edge contemporary scholarship on posthumanism in literature, culture and theory. The Bloomsbury Handbook of Posthumanism explores: - Central critical concepts and approaches, including transhumanism, new materialism and the Anthropocene - Ethical perspectives on ecology, race, gender and disability - Technology, from data and artificial intelligence to medicine and genetics - A wide range of genres and forms, from literary and science fiction, through film, television and music, to comics, video games and social media.

Introduction to Game Analysis

Introduction to Game Analysis
A Book

by Clara Fernández-Vara

  • Publisher : Routledge
  • Release : 2019-01-21
  • Pages : 318
  • ISBN : 135114006X
  • Language : En, Es, Fr & De
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This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara’s concise primer provides readers with instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Portal and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary. In this second edition of the popular textbook, Fernández-Vara brings the book firmly up-to-date, pulling in fresh examples from ground-breaking new works in this dynamic field. Introduction to Game Analysis remains a unique practical tool for students who want to become more fluent writers and critics not only of videogames, but also of digital media overall.

Creative Practice Ethnographies

Creative Practice Ethnographies
A Book

by Larissa Hjorth,Anne M. Harris,Kat Jungnickel,Gretchen Coombs

  • Publisher : Lexington Books
  • Release : 2019-11-01
  • Pages : 200
  • ISBN : 1498572138
  • Language : En, Es, Fr & De
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Creative Practice Ethnographies focuses on the intersection of creative practice and ethnography and offers new ways to think about the methods, practice, and promise of research in contemporary interdisciplinary contexts. How does creative practice inform new ways of doing ethnography and vice versa? What new forms of expression and engagement are made possible as a result of these creative synergies? By addressing these questions, the authors highlight the important roles that ethnography and creative practice play in socially impactful research. This book is aimed at interdisciplinary researchers, scholars, and students of art, design, sociology, anthropology, games, media, education, and cultural studies.