28,995 research outputs found

    Independent horror games between 2010 and 2020: Selected characteristic features and discernible trends

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    The focus of this article are independent digital horror games and their characteristics; the goal was to briefly describe the independent horror scene and highlight some of the artistic and technical trends which manifest themselves in the titles belonging to that scene. Due to the sheer number of available games, the scope of the paper is narrowed down to only selected characteristics and trends distinguishable in game texts published between the years 2010 and 2020. The aim of the article is to present a selection of observations and conclusions concerning the independent games scene and to hopefully point to what these games can tell scholars about the way both the players and the developers perceive the horror genre.The focus of this article are independent digital horror games and their characteristics; the goal was to briefly describe the independent horror scene and highlight some of the artistic and technical trends which manifest themselves in the titles belonging to that scene. Due to the sheer number of available games, the scope of the paper is narrowed down to only selected characteristics and trends distinguishable in game texts published between the years 2010 and 2020. The aim of the article is to present a selection of observations and conclusions concerning the independent games scene and to hopefully point to what these games can tell scholars about the way both the players and the developers perceive the horror genre

    The Mask Strikes Back: Blackness as Aporia in Moby-Dick and Benito Cereno

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    What is the American Gothic a reaction to? Whereas other thinkers such as Nathaniel Hawthorne locates the building blocks of the American Gothic in Puritan Christianity or Amerindian Genocide, I argue that Melville posits the genesis of chattel slavery and the construction of racial category as the repressed events that haunt the Americas and return uninvited. By using the Gothic motif of the living corpse, the famed writer of Moby-Dick addresses the social bereavement which Blackness comes to represent in the Americas. By looking for truth on the skin and flesh, the main characters of Moby-Dick and “Benito Cereno” represent the Enlightenment precept that truth can be arrested via observation and interpretation. Melville presents two Black characters as impasses in this project of interpretation: Moby-Dick’s drowned boy, Pip, and “Benito Cereno’s” undead leader, Babo

    Dungeons & Dragons & Dewey: Toward a Ludic Pedagogy of Democratic Civic Life Through the Philosophy of John Dewey and Tabletop Role-Playing Games

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    In this dissertation, which uses philosophical inquiry, I posit that tabletop role-playing games (RPGs) can provide an educative experience for democratic civic life in the Deweyan tradition. Tabletop RPGs present an invaluable resource for ongoing civic formation by encouraging deliberation and consensus building across shared goals and circumstances. Philosopher John Dewey emphasized that democracy is defined by the civic habits and collective action, not formal governance structures. The experience of playing tabletop RPGs can cultivate habitus and space for future and current citizens to practice democratic skills and commitments. Therefore, these games are a means that align with the ends of a civic life that is rooted in an understanding of democracy beyond just a form of governance, and instead, as a process and interactions of a community. Understood this way, tabletop role-playing games can facilitate a ludic pedagogy of democratic civic life. This approach is not just focused on using novel tools to deliver information or a gamified approach to learning. Instead, it calls for an autotelic approach to citizenship formation that prioritizes committed collaboration with others, imaginative and emergent approaches to problem solving, and the ability to critically negotiate systems of power

    Narrative and Hypertext 2011 Proceedings: a workshop at ACM Hypertext 2011, Eindhoven

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    FinBook: literary content as digital commodity

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    This short essay explains the significance of the FinBook intervention, and invites the reader to participate. We have associated each chapter within this book with a financial robot (FinBot), and created a market whereby book content will be traded with financial securities. As human labour increasingly consists of unstable and uncertain work practices and as algorithms replace people on the virtual trading floors of the worlds markets, we see members of society taking advantage of FinBots to invest and make extra funds. Bots of all kinds are making financial decisions for us, searching online on our behalf to help us invest, to consume products and services. Our contribution to this compilation is to turn the collection of chapters in this book into a dynamic investment portfolio, and thereby play out what might happen to the process of buying and consuming literature in the not-so-distant future. By attaching identities (through QR codes) to each chapter, we create a market in which the chapter can ‘perform’. Our FinBots will trade based on features extracted from the authors’ words in this book: the political, ethical and cultural values embedded in the work, and the extent to which the FinBots share authors’ concerns; and the performance of chapters amongst those human and non-human actors that make up the market, and readership. In short, the FinBook model turns our work and the work of our co-authors into an investment portfolio, mediated by the market and the attention of readers. By creating a digital economy specifically around the content of online texts, our chapter and the FinBook platform aims to challenge the reader to consider how their personal values align them with individual articles, and how these become contested as they perform different value judgements about the financial performance of each chapter and the book as a whole. At the same time, by introducing ‘autonomous’ trading bots, we also explore the different ‘network’ affordances that differ between paper based books that’s scarcity is developed through analogue form, and digital forms of books whose uniqueness is reached through encryption. We thereby speak to wider questions about the conditions of an aggressive market in which algorithms subject cultural and intellectual items – books – to economic parameters, and the increasing ubiquity of data bots as actors in our social, political, economic and cultural lives. We understand that our marketization of literature may be an uncomfortable juxtaposition against the conventionally-imagined way a book is created, enjoyed and shared: it is intended to be

    How the Brain Makes Up the Mind: a heuristic approach to the hard problem of consciousness

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    A solution to the “hard problem” requires taking the point of view of the organism and its sub- agents. The organism constructs phenomenality through acts of fiat, much as we create meaning in language, through the use of symbols that are assigned meaning in the context of an embodied evolutionary history. Phenomenality is a virtual representation, made to itself by an executive agent (the conscious self), which is tasked with monitoring the state of the organism and its environment, planning future action, and coordinating various sub-agencies. Consciousness is not epiphenomenal and serves a function for higher organisms that is distinct from unconscious processing. While a strictly scientific solution to the hard problem is not possible for a science that excludes the subjectivity it seeks to explain, there is hope to at least informally bridge the explanatory gulf between mind and matter

    The Development Of Mutual Trust In British Workplaces Through ?Partnership?

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    This article examines the alleged links between 'partnership' forms ofmanaging workplace relationships in Britain, and the development ofintra-organisational 'trust'. The potential for mutually complementarylinkages between the two are clear, in theory at least: partnership,as defined here, should produce, nurture and enhance levels ofinterpersonal trust inside organisations, while in turn trust, asdefined here, legitimates and helps reinforce an organisation's'partnership'. Qualitative evidence drawn from the self-reports of keyparticipants in four partnership organisations provides considerablesupport for the claimed linkages, while also highlighting severalweaknesses, discrepancies and pitfalls inherent in the process ofpursuing trust through partnership. This research is of interest froma public policy perspective, most of all in the United Kingdom, wherepartnership is the favoured organisational model for the New Labourgovernment, most trade unions, and many employers (not to mention theEuropean Union) yet where an agreed definition of the idea has yet toemerge, and where still remarkably little is known about whatpartnership involves inside organisations. This analysis also seeks torestore the curiously neglected idea of trust to a position of centralimportance to the study of employment relations.United Kingdom;case studies;organisational change;trust;social partnership

    Fictional Practices of Spirituality I: Interactive Media

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    "Fictional Practices of Spirituality" provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of video games and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in video game geography, religion in video games and spiritual acts and their dramaturgic function in video games, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations
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