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Book part
Publication date: 20 August 2020

Chloé Germaine Buckley

Cultural perceptions of the zombie have shifted dramatically in the twenty-first century. No longer only associated with anxiety and fear, zombie fiction often appeals to…

Abstract

Cultural perceptions of the zombie have shifted dramatically in the twenty-first century. No longer only associated with anxiety and fear, zombie fiction often appeals to pleasure. One source of pleasure comes from ludification, the process whereby game-like principals and gameful elements shape non-game activities. Increasingly, print fiction borrows from games and uses ludic elements to shape narratives. As such, it has become embedded in convergence culture, a dynamic media ecology where top down processes compete with bottom up processes. This chapter argues that ludified zombie fiction brings this media ecology into sharp relief, revealing ways that gamification and ludification are just as apt to reinforce capitalist processes of commodification and neo-liberal ideologies of power as they are to dismantle them. Through a close reading of three contemporary zombie fictions, this chapter exposes tensions and contradictions in ludification. The dead body of the zombie, the nihilistic landscape of the post-zombie apocalypse and the futility of human endeavour in the face of walking death are all elements of genre that undercut the gamified pursuit of external utility-oriented goals. The chapter explores these knotty ethical and ideological problems, not only considering the zombie apocalypse as a gameful space for rethinking social organisation, but also recognising it as a platform for the promotion of neo-liberal ideologies that perpetuate existing power inequalities through coercive disciplinary regimes.

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Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

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Book part
Publication date: 20 August 2020

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Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

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Book part
Publication date: 12 October 2022

Leighton Evans, Jordan Frith and Michael Saker

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From Microverse to Metaverse
Type: Book
ISBN: 978-1-80455-021-2

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From Microverse to Metaverse
Type: Book
ISBN: 978-1-80455-021-2

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Book part
Publication date: 20 August 2020

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Death, Culture & Leisure: Playing Dead
Type: Book
ISBN: 978-1-83909-037-0

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Games in Everyday Life: For Play
Type: Book
ISBN: 978-1-83867-937-8

Book part
Publication date: 16 June 2017

Sonia Lavadinho

This chapter focuses on how to leverage public transport infrastructure to produce walk-friendly environments, positioning public transport as a walk-enhancing mode. What are the…

Abstract

This chapter focuses on how to leverage public transport infrastructure to produce walk-friendly environments, positioning public transport as a walk-enhancing mode. What are the steps that public transport operators can take to create walk-friendly environments? Do more comfortable waiting conditions result in stronger loyalty from the existing customer base and stronger buyout from new customers? This novel approach stemmed from a partnership with the public transport operator Transdev on a real-life experiment in Grenoble to provide a more comfortable walking and resting experience for public transport users. Named Carrefour de Mobilité (‘the crossroads of mobility’), the experiment prototyped urban design interventions to enhance the access and waiting experience of users engaged in mixed-mode commuting. An ex ante/ex post evaluation was deployed to ascertain whether walk-friendlier environments encourage a more intensive use of public space and easier shifting between public transport modes. The findings show that when users perceive dedicated infrastructure as walk-friendly, they consider it more visible and more attractive, and find it comfortable enough to spend longer waiting times there. The evaluation would have benefited from an extension of the perimeter covered by the sensor technology measuring system which was not feasible because of budget constraints. The experiment reached out beyond the initial target public and captured children and older women as well, providing an amenity which was lacking for these groups and resulting in a livelier and more diverse environment for everyone. This lean and low-cost experiment shows that activating public space near public transport hubs enhances their attractiveness in the eyes of the public transport users.

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Games in Everyday Life: For Play
Type: Book
ISBN: 978-1-83867-937-8

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Book part
Publication date: 12 October 2022

Leighton Evans, Jordan Frith and Michael Saker

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From Microverse to Metaverse
Type: Book
ISBN: 978-1-80455-021-2

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Book part
Publication date: 25 November 2019

Nathan Hulsey

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Games in Everyday Life: For Play
Type: Book
ISBN: 978-1-83867-937-8

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Book part (10)
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