Star Trek Strange New Worlds Cancelled

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Star Trek: Strange New Worlds: Asylum

A new Star Trek adventure based on the thrilling Paramount+ TV series Star Trek: Strange New Worlds! When Una Chin-Riley and Christopher Pike meet at Starfleet Academy after one of his lectures, they immediately become friends. A stellar student, Una is the “poster girl” of her class, and Pike is determined to become a Starfleet captain with his own ship, rhetorically assembling his dream crew. As their friendship evolves, Pike also suspects Una is involved with the Euxhana, a Chionian cultural minority, who are seeking asylum in Federation space, leading to more questions than answers. Twenty-five years later, Una and Pike are working together on the USS Enterprise to settle a Chionian trade agreement when a pro-Euxhana saboteur launches a terrorist attack. When the suspect is taken into custody for interrogation and is discovered to have a history with Una, her past associations resurface, threatening to expose a secret she’s been harboring all these years…
Star Trek, History and Us

Since 1966, the Star Trek television franchise has used outer space and the thrilling adventures of the crews of the U.S.S. Enterprise to reflect our own world and culture. Kirk and Spock face civil rights issues and Vietnam war allegories while Picard, Data, and the next generation seek an ordered, post-Cold War stability in the Reagan era. The crews of Deep Space Nine, Voyager and Enterprise must come to terms with our real life of war, manifest destiny in the 21st century, and the shadow of 9/11. Now, as the modern era of the franchise attempts to portray a utopia amidst a world spinning out of control, Star Trek remains about more than just the future. It is about our present. It is about us. This book charts the history of Gene Roddenberry's creation across five decades alongside the cultural development of the United States and asks: are we heading for the utopian Federation future, or is it slipping ever further away from reality?
Imaginary Games

Author: Chris Bateman
language: en
Publisher: John Hunt Publishing
Release Date: 2011-11-16
Can games be art? When film critic Roger Ebert claimed in 2010 that videogames could never be art it was seen as a snub by many gamers. But from the perspective of philosophy of art this question was topsy turvey, since according to one of the most influential theories of representation all art is a game. Kendall Walton's prop theory explains how we interact with paintings, novels, movies and other artworks in terms of imaginary games, like a child's game of make-believe, wherein the artwork acts as a prop prescribing specific imaginings, and in this view there can be no question that games are indeed a strange and wonderful form of art. In Imaginary Games, game designer and philosopher Chris Bateman expands Walton's prop theory to videogames, board games, collectible card games like Pokémon and Magic: the Gathering, and tabletop role-playing games like Dungeons & Dragons. The book explores the many different fictional worlds that influence the modern world, the ethics of games, and the curious role the imagination plays in everything from religion to science and mathematics.