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73 result(s) for "Tobin, Samuel"
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Silence, screen, and spectacle
In an age of information and new media the relationships between remembering and forgetting have changed. This volume addresses the tension between loud and often spectacular histories and those forgotten pasts we strain to hear. Employing social and cultural analysis, the essays within examine mnemonic technologies both new and old, and cover subjects as diverse as U.S. internment camps for Japanese Americans in WWII, the Canadian Indian Residential School system, Israeli memorial videos, and thedesaparecidosin Argentina. Through these cases, the contributors argue for a re-interpretation of Guy Debord's notion of the spectacle as a conceptual apparatus through which to examine the contemporary landscape of social memory, arguing that the concept of spectacle might be developed in an age seen as dissatisfied with the present, nervous about the future, and obsessed with the past. Perhaps now \"spectacle\" can be thought of not as a tool of distraction employed solely by hegemonic powers, but instead as a device used to answer Walter Benjamin's plea to \"explode the continuum of history\" and bring our attention to now-time.
Arcade Mode
What is “vital,” what Sudnow saw almost thirty years ago, was video game play, in that case in the arcade. That vital body, its posture, its poise and pose returns, is remembered and re-created at the level of bodies, blips, games, gestures, etiquette and tensions by and in current mobile video game play practices. A Nintendo DS handheld player stands, feet apart and planted; arms bent at near right angles and held out at gut level; hands working in rhythm with each other; face illuminated by a soft glow. This posture of play is deployed in two game spaces: that
New Opportunities for Integrated Child Health Systems: Results From the Multifaceted Pre-to-Three Program
Cueller et al assess the effect on immunizations and well-child care use among children before and after Pre-to-Three, a multifaceted intervention for low-income families. The result of the study reveals that the Pre-to-Three program is a starting point for formulating systems that promote effective, integrated, and comprehensive child health development.
Hand Held The Practice and Theory of Technological Play
This dissertation is a study of the practices and experiences of mobile video gamers. This dissertation focuses specifically on players of the Nintendo DS series of hand-held portable game systems. Based primarily on online ethnographic and participant observation methods, this dissertation contributes to sociologies of play, culture and technology as well as to the interdisciplinary fields of game studies and mobile studies. In doing so, a wide range of authors and works are engaged with, from classic social theory to current media work. This dissertation shifts the focus of videogame studies from gamespace, the simulated virtual space within the system, to player-space and what happens outside of the game, and how play fits into the habits, spaces, and time of everyday life. This quotidian focus comes out of and is turn informed by the research methods and sociological basis of the dissertation, an approach that address players more than games and practices and discourses more than texts or programs. Opening sections outline the heterodox literatures that the dissertation builds off of, the technical and historical backgrounds of the Nintendo DS series, and the details and problems of interfaces and technically mediated and digital play. Within the larger structure of the dissertation, there is a triptych of chapters that address DS players in terms of their spaces of play. These spaces are: the vanishing video arcade and more recent public sites of play, the domestic sphere of the home, and spaces of transit and travel, in particular those of train-travel and subways. Finally, the ways in which players describe, value, and classify their (and others) mobile play is examined and connected to issues of addiction, excess, and compromise. This dissertation shows how play, in particular mobile play, needs to be understood as fundamentally contingent in that it is informed by the structures and vagaries of the opportunities afforded and limitations imposed upon players' daily lives.
The expansion of a discipline: Intellectual change in nyāya-śāstra in sixteenth- and seventeenth-century India
This dissertation investigates a few broad questions about the discipline of nyāya in sixteenth and seventeenth-century India: What were the categories that underwrote disciplinary change in nyāya and in what ways did nyāya authors effect philosophical-historical changes within their discipline during the sixteenth and seventeenth centuries? Can we speak of the expansion of the discipline of nyāya in this period and, if so, in what ways and in what sense? In asking these questions, the dissertation examines three key areas: theoretical changes within nyāya argumentation, textual engagements with social worlds, and the formation of nyāya authors into groups that interact with the political realities in which they are located. Each of these areas constitutes major sites of intellectual activity for nyāya authors and showcases nyāya authors conducting intellectual practice in both unprecedented and exceptional ways. In examining understudied and unknown texts of nyāya authors as well as neglected materials outside the texts of these authors, this dissertation attempts to demonstrate both substantive disciplinary changes in nyāya as well as substantive engagements by nyāya authors with their social and political circumstances, particularly vis-à-vis political elites in Banāras and western Bengal. These materials enable us to chart major disciplinary developments as well as possibilities of moving from text to context in the sixteenth, but especially the seventeenth, century.
Fans and Videogames: Histories, Fandom, Archives
[...]in connecting games studies and fan studies through history, the concept and figure and practices of the fan are recast in meaningful ways. The book feels like a reach across the \"nexus\" from game studies to fan studies as opposed to an equal meeting of two disciplines, which is not necessarily a bad thing (I say as a game scholar). Some highlights include James Newman's exaltation to think about the peculiar archeo-play-hacking that led to the discovery of the so-called Minus (-) World in Super Mario Bros. as a kind of fandom and Helen Stuckey's fascinating account of how paper war gamers turned themselves into computer gamers.