The Years Work In Nerds Wonks And Neocons
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Author | : Jonathan P. Eburne |
Publisher | : Indiana University Press |
Total Pages | : 379 |
Release | : 2017-04-17 |
Genre | : Social Science |
ISBN | : 0253026873 |
Essays on intellect, passion, alienation, and America’s geeky subcultures. What happens when math nerds, band and theater geeks, goths, sci-fi fanatics, Young Republican debate poindexters, techies, Trekkies, D&D players, wallflowers, bookworms, and RPG players grow up? And what can they tell us about the life of the mind in the contemporary United States? With recent years bringing us phenomena from #GamerGate to The Big Bang Theory, it’s clear that nerds, policy wonks, and neoconservatives play a major role in today’s popular culture. The Year’s Work in Nerds, Wonks, and Neocons delves into subcultures of intellectual history to explore their influence on contemporary American intellectual life. Not limiting themselves to describing how individuals are depicted, the authors consider the intellectual endeavors these depictions have come to represent, exploring many models and practices of learnedness, reflection, knowledge production, and opinion in the contemporary world. As teachers, researchers, and university scholars continue to struggle for mainstream visibility, this book illuminates the other forms of intellectual excitement that have emerged alongside them and found ways to survive and even thrive in the face of dismissal or contempt.
Author | : Anna Watz |
Publisher | : Manchester University Press |
Total Pages | : 280 |
Release | : 2021-01-12 |
Genre | : Literary Criticism |
ISBN | : 1526132044 |
Surrealist women’s writing: A critical exploration is the first sustained critical inquiry into the writing of women associated with surrealism. Featuring original essays by leading scholars of surrealism, the volume demonstrates the extent and the historical, linguistic, and culturally contextual breadth of this writing. It also highlights how the specifically surrealist poetics and politics of these writers’ work intersect with and contribute to contemporary debates on, for example, gender, sexuality, subjectivity, otherness, anthropocentrism, and the environment. Drawing on a variety of innovative theoretical approaches, the essays in the volume focus on the writing of numerous women surrealists, many of whom have hitherto mainly been known for their visual rather than their literary production. These include Claude Cahun, Leonora Carrington, Kay Sage, Colette Peignot, Suzanne Césaire, Unica Zürn, Ithell Colquhoun, Leonor Fini, Dorothea Tanning, and Rikki Ducornet.
Author | : R. Lyle Skains |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 289 |
Release | : 2022-12-29 |
Genre | : Social Science |
ISBN | : 1501364928 |
Digital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity-dating to the origins of the print novel-to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.
Author | : Roberta Rosenberg |
Publisher | : Modern Language Association |
Total Pages | : 210 |
Release | : 2020-04-01 |
Genre | : Language Arts & Disciplines |
ISBN | : 1603294465 |
A multilingual, transnational literary tradition, Jewish American writing has long explored questions of personal identity and national boundaries. These questions can engage students in literature, writing, or religion; at Jewish, Christian, or secular schools; and in or outside the United States. This volume takes an expansive view of Jewish American literature, beginning with writing from the earliest colonies in the Americas and continuing to contemporary Soviet-born authors in the United States, including works that engage deeply with religious concepts and others that embrace assimilation. It invites readers to rethink the nature of American multiculturalism, suggests pairings of Jewish American texts with other ethnic American literatures, and examines the workings of whiteness and privilege. Contributors offer varied perspectives on classic texts such as Yekl, Bread Givers, and "Goodbye, Columbus," along with approaches to interdisciplinary topics including humor, graphic novels, and musical theater. The volume concludes with an extensive resources section.
Author | : Margaret Kelleher |
Publisher | : Cambridge University Press |
Total Pages | : 637 |
Release | : 2022-12-31 |
Genre | : Literary Criticism |
ISBN | : 1009192450 |
Technology in Irish Literature and Culture shows how such significant technologies—typewriters, gramophones, print, radio, television, computers—have influenced Irish literary practices and cultural production, while also examining how technology has been embraced as a theme in Irish writing. Once a largely rural and agrarian society, contemporary Ireland has embraced the communicative, performative and consumptive habits of a culture utterly reliant on the digital. This text plumbs the origins of the present moment, examining the longer history of literature's interactions with the technological and exploring how the transformative capacity of modern technology has been mediated throughout a diverse national canon. Comprising essays from some of the major figures of Irish literary and cultural studies, this volume offers a wide-ranging, comprehensive account of how Irish literature and culture have interacted with technology.
Author | : Asha Nadkarni |
Publisher | : Asian American Literature in T |
Total Pages | : 437 |
Release | : 2021-06-17 |
Genre | : History |
ISBN | : 1108843859 |
This volume traces the formation of the Asian American literary canon and the field of Asian American Studies from 1965-1996. It is intended for an academic audience, ranging from advanced undergraduate students to scholars from a variety of disciplines, interested in the formation of Asian American literary studies from 1965-1996.
Author | : Melissa Kagen |
Publisher | : MIT Press |
Total Pages | : 215 |
Release | : 2022-10-11 |
Genre | : Games & Activities |
ISBN | : 0262370972 |
An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven’s Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen’s account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.
Author | : Bo Ruberg |
Publisher | : NYU Press |
Total Pages | : 278 |
Release | : 2019-03-19 |
Genre | : Social Science |
ISBN | : 1479831034 |
Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.
Author | : Marco Caracciolo |
Publisher | : U of Nebraska Press |
Total Pages | : 258 |
Release | : 2022-03 |
Genre | : Literary Criticism |
ISBN | : 1496229096 |
Marco Caracciolo investigates how the experience of slowness in contemporary narrative practices can create a vision of interconnectedness between human communities and the nonhuman world in an era marked by dramatically shifting climate patterns.
Author | : Sonia Fizek |
Publisher | : MIT Press |
Total Pages | : 186 |
Release | : 2022-11-01 |
Genre | : Social Science |
ISBN | : 0262544628 |
An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.