Not Just A Game Transcript


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The Texts of Othello and Shakespearean Revision


The Texts of Othello and Shakespearean Revision

Author: E. A. J. Honigmann

language: en

Publisher: Routledge

Release Date: 2013-03-07


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In a groundbreaking piece of scholarly detective work, Professor Honigmann - editor of the forthcoming Arden 3 edition of Othello - uncovers in more detail than any previous study the hidden history of the two early texts of Othello, the Quarto and the Folio. He traces the crucial role played by two men in transforming Shakespeare's almost illegible manuscript to print: Thomas Walkley, the publisher of the Quarto, and Ralph Crane, the scribe who prepared the printer's copy for the Folio. Through careful analysis of particular passages Honigmann exposes the extent to which versions of Othello adopted by editors and widely regarded as fundamentally 'Shakespearean' were profoundly influenced by others than Shakespeare himself. Questioning time-honoured editorial procedures the findings of Texts of Othello have implications for many other of the plays of the Shakespeare canon, and more widely for questions of authorship and the doctrine of the 'better text'.

Metagaming


Metagaming

Author: Stephanie Boluk

language: en

Publisher: U of Minnesota Press

Release Date: 2017-04-04


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The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.

Bitter the Chastening Rod


Bitter the Chastening Rod

Author: Ericka S. Dunbar Hill

language: en

Publisher: Bloomsbury Publishing PLC

Release Date: 2022-02-28


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Bitter the Chastening Rod follows in the footsteps of the first collection of African American biblical interpretation, Stony the Road We Trod (1991). Nineteen Africana biblical scholars contribute cutting-edge essays reading Jesus, criminalization, the enslaved, and whitened interpretations of the enslaved. They present pedagogical strategies for teaching, hermeneutics, and bible translation that center Black Lives Matter and black culture. Biblical narratives, news media, and personal stories intertwine in critical discussions of black rage, protest, anti-blackness, and mothering in the context of black precarity.