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Published: 12 September 2022
DOI: 10.1215/9781478023456-026
EISBN: 978-1-4780-2345-6
Series: Console-ing Passions
Published: 01 January 1998
DOI: 10.1215/9780822378105-011
EISBN: 978-0-8223-7810-5
Book Chapter

By Mark Seltzer
Published: 08 April 2016
EISBN: 978-0-8223-7445-9
... Social games Game Theory Anime Patricia Highsmith William Dean Howells Theodore Dreiser Thomas Demand ...
Book Chapter

By Mark Seltzer
Published: 08 April 2016
DOI: 10.1215/9780822374459-005
EISBN: 978-0-8223-7445-9
... This chapter focuses on modern games and the game-like order of things in the systems epoch. The chapter centers on form games, war games, and social games. It shows how games have a central place in modern social systems, what they look like, and how they work. Game theory is examined...
Book Chapter

By Mark Seltzer
Published: 08 April 2016
EISBN: 978-0-8223-7445-9
... The Incrementalist Turn The Turn Turn Game Theory Erving Goffman Patricia Highsmith Georg Simmel ...
Published: 08 April 2016
EISBN: 978-0-8223-7445-9
... This chapter focuses on modern games and the game-like order of things in the systems epoch. The chapter centers on form games, war games, and social games. It shows how games have a central place in modern social systems, what they look like, and how they work. Game theory is examined...
Series: Power Play: Games, Politics, Culture
Published: 05 April 2024
DOI: 10.1215/9781478059264-003
EISBN: 978-1-4780-9396-1
... Chapter 1 weaves together close playing, theory, memoir, and choose-your-own-adventure to analyze the cultural and gamic stereotypes and tropes of Asian bodies, identities, and representation in video games, analog games, and other media. It imagines and interrogates what the centering of Asian...
Book Chapter

By Peter van der Veer
Series: The Lewis Henry Morgan Lectures
Published: 03 June 2016
DOI: 10.1215/9780822374220-001
EISBN: 978-0-8223-7422-0
... for a comparative historical sociology. The introduction argues that a necessarily fragmentary approach to social life, in which the intensive study of a fragment is used to gain a perspective on a larger whole, offers a greater potential for social science than the analysis of large data, undergirded by game...
Book Chapter

By Mark Seltzer
Published: 08 April 2016
DOI: 10.1215/9780822374459-009
EISBN: 978-0-8223-7445-9
... extraverted and suspended life-world in which people meet outside themselves. The Incrementalist Turn The Turn Turn Game Theory Erving Goffman Patricia Highsmith Georg Simmel ...
Series: Power Play: Games, Politics, Culture
Published: 05 April 2024
EISBN: 978-1-4780-9396-1
.... This roundtable opens the collection’s part 1, “Gaming Orientalism,” by enhancing and expanding the frameworks of Asian American studies and game studies to produce new theoretical variations. video games Asian American digital humanities new media Chapter 1 weaves together close playing, theory...
Series: Power Play: Games, Politics, Culture
Published: 05 April 2024
DOI: 10.1215/9781478059264-012
EISBN: 978-1-4780-9396-1
... comparisons with the portrayals of the region in earlier narrative media, perspectives from postcolonial theory, postcolonial digital humanities, and game studies in the larger context of the Global South and, particularly, Asian identities. South Asia Indian subcontinent video games glocalization ...
Book Chapter

By Mark Seltzer
Published: 08 April 2016
EISBN: 978-0-8223-7445-9
... Turn The Turn Turn Game Theory Erving Goffman Patricia Highsmith Georg Simmel ...
Series: Power Play: Games, Politics, Culture
Published: 05 April 2024
EISBN: 978-1-4780-9396-1
... with the portrayals of the region in earlier narrative media, perspectives from postcolonial theory, postcolonial digital humanities, and game studies in the larger context of the Global South and, particularly, Asian identities. South Asia Indian subcontinent video games glocalization Chapter 9 argues...
Book Chapter

By Lawrence Grossberg
Published: 13 September 2024
EISBN: 978-1-4780-5983-7
... Wittgenstein’s move from the emphasis on logic in his early work to his efforts to describe everyday language games and their relations to forms of life, in which meaning is understood as use. Lecture 21, “Structuralism,” focuses on French structuralism. It begins by laying out some broad commitments...
Book Chapter

By Susan Stryker, McKenzie Wark
Series: ASTERISK
Published: 24 June 2024
EISBN: 978-1-4780-5946-2
... speech, Jean-François Lyotard on language games, and Michael Hardt and others on affective labor. “My Words to Victor Frankenstein” enacts speaking rather than being spoken to or of, crafting moves in a rigged discursive game, and venting the surplus feelings having to do all that work generates...
Book Chapter

By Lawrence Grossberg
Published: 13 September 2024
EISBN: 978-1-4780-5983-7
... and then discusses the contributions and positions of its three ”founders”: Charles Saunders Peirce, William James, and John Dewey. Lecture 20, “Wittgenstein,” examines Ludwig Josef Johan Wittgenstein’s move from the emphasis on logic in his early work to his efforts to describe everyday language games...
Book Chapter

By Christopher B. Patterson, Tara Fickle
Series: Power Play: Games, Politics, Culture
Published: 05 April 2024
EISBN: 978-1-4780-9396-1
... Asianness representation identity auto-theory close playing ...
Book Chapter

By Lawrence Grossberg
Published: 13 September 2024
DOI: 10.1215/9781478059837-022
EISBN: 978-1-4780-5983-7
... Lecture 20, “Wittgenstein,” examines Ludwig Josef Johan Wittgenstein’s move from the emphasis on logic in his early work to his efforts to describe everyday language games and their relations to forms of life, in which meaning is understood as use. language game depth grammar form...
Book Chapter

By Lawrence Grossberg
Published: 13 September 2024
EISBN: 978-1-4780-5983-7
... language game depth grammar form of life rule private language ...
Published: 11 November 2016
DOI: 10.1215/9780822373698-004
EISBN: 978-0-8223-7369-8
... to an unapproachable imaginary. Though human civilization would not come to an end if literature, in the old-fashioned sense of printed books, were to vanish in an age of what Miller calls “prestidigitalization,” much would be lost that video games, films, television, and popular songs can hardly replace...