Showing results for "mark weems"
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90sHT
90s HeartThrob (a journal about love and acceptance)
2020
EN
90sHT is a highly encouraging, self-defining interactive journal. This journal is a coming-of-age lyrical ode to the '90s, women, Hip-Hop, womanism, fashion, love, and acceptance. Most importantly, this is a declaration that you are your own Heartthrob."Before I let my heart beat for you, I need to fall in love with me before I fall for you". -Nasya MarieTeenage recording artist Nasya Marie shares her empowering message about falli...
MissUnderstood
a children's book about love and acceptance
2020
EN
After PB&Jtoo had a conversation with their mother about why women and girls don't get the credit they deserve, in a world where they make so many contributions, they decided to speak up. This is a hip-hop and womanist lyrical ode to self-love and accepting yourself, even when you feel misunderstood.PB&Jtoo, the recording artist sister duo, delivers a heartwarming, powerful message about embracing the beauty in all of our differences while recognizing how we are al...
Systemic Dramaturgy
A Handbook for the Digital Age
2022
EN
Working theatrically with technologySystemic Dramaturgy offers an invigorating, practical look at the daunting cultural problems of the digital age as they relate to performance. Authors Michael Mark Chemers and Mike Sell reject the incompatibility of theatre with robots, digital media, or video games. Instead, they argue that technology is the original problem of theatre: How can we tell this story and move this audience with these tools? And if we have d...
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The Art of Failure
An Essay on the Pain of Playing Video Games
- Series -
- Playful Thinking
2013
EN
A gaming academic offers a “fascinating” exploration of why we play video games—despite the unhappiness we feel when we fail at them (Boston Globe)We may think of video games as being “fun,” but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to ad...
Speculative Everything
Design, Fiction, and Social Dreaming
2013
EN
How to use design as a tool to create not only things but ideas, to speculate about possible futures.Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be—to imagine possible futures. This is not the usual sort of predic...
The Game Design Reader
A Rules of Play Anthology
2005
EN
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists.The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The G...
Fans, Bloggers, and Gamers
Exploring Participatory Culture
2006
EN
Brings together the highlights of a decade and a half of groundbreaking research into the cultural life of media consumersHenry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active, creative, critically engaged, and socially connected consumers of popular culture and that they represent the vanguard of a new relationship with mass media. Though marginal and largely invisible to the general public at the time, today, med...
The Fantasy Role-Playing Game
A New Performing Art
2017
EN
Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out...
Writing for Games
Theory and Practice
2022
EN
Focussing on the independent videogames sector, this book provides readers with a vocabulary to articulate and build their games writing practice; whether studying games or coming to games from another storytelling discipline. Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in a centuries-long heritage of storytelling, as well as considering the material affordances of videogames, and the ...
2017
EN
How the future has been imagined and made, through the work of writers, artists, inventors, and designers.The future is like an unwritten book. It is not something we see in a crystal ball, or can only hope to predict, like the weather. In this volume of the MIT Press's Essential Knowledge series, Nick Montfort argues that the future is something to be made, not predicted. Montfort offers what he considers essential knowledge about the future, as seen in the work o...
Communities of Play
Emergent Cultures in Multiplayer Games and Virtual Worlds
2011
EN
The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual wor...
Making Media Matter
Critical Literacy, Popular Culture, and Creative Production
2022
EN
This book is an essential resource for media educators working to promote critical thinking, creativity, and civic engagement through their teaching. Connecting theory and research with creative projects and analyses of pop culture, it models an integrated and practical approach to media education.In order to prepare learners to successfully navigate rapid shifts in digital technology and popular culture, media educators in both secondary and university settings need to develop fre...











