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Book part
Publication date: 20 August 2020

Jonathan D. Stubbs

As early as Johan Huzinga’s (2016, 89–188) landmark exploration of play, Homo Ludens (1949), death has been recognised as integral to play. Today’s digital games continue this…

Abstract

As early as Johan Huzinga’s (2016, 89–188) landmark exploration of play, Homo Ludens (1949), death has been recognised as integral to play. Today’s digital games continue this close association. Whilst the past half-century has trended towards limiting the impact of player-death, permanent-death (permadeath) games provide a less-forgiving environment. As the first digital adaptation of Games Workshop’s cult-classic tabletop skirmish game, Mordheim: City of the Damned (Rogue Factor, 2015) utilises permadeath to emphasise death’s inevitability and harsh reality in the precarity of its gothic post-apocalyptic setting. Whilst the majority of apocalyptic videogames follow the comic frame, the player has no agency to overcome or change the events of Mordheim’s apocalypse, setting it firmly in the gothic frame. It is substantially less about overturning disaster or saving the city, and decidedly more about looting its shattered corpse. The close reading of Mordheim: City of the Damned’s theme of death for this chapter identified that death and injury are simply accepted realities; ubiquitous, yet normalised. Whilst every death is significant – through permanently lost warriors – there is always another willing replacement available. Viewed alongside the warband’s primary purpose – that is service to their patron – warriors’ deaths not only become expected and relatively meaningless, but also financially connected. Rather than encouraging association with their warbands, players are subtly shifted to aligning with their patron, viewing the warbands and their warriors as an expendable means towards gaining digital kudos points and bragging rights amongst the other digital noble.

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

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Content available
Book part
Publication date: 20 August 2020

Abstract

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

Abstract

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Radical Environmental Resistance
Type: Book
ISBN: 978-1-83797-379-8

Article
Publication date: 1 March 2014

Sharon Mastracci

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International Journal of Organization Theory & Behavior, vol. 17 no. 2
Type: Research Article
ISSN: 1093-4537

Content available
Book part
Publication date: 20 August 2020

Abstract

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

Book part
Publication date: 15 January 2021

Callum T. F. McMillan

Abstract

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Posthumanism in Digital Culture
Type: Book
ISBN: 978-1-80043-107-2

Article
Publication date: 1 March 2014

Aaron Smith-Walter and Fatima Sparger Sharif

The zombie-plague apocalypse is a powerful social imaginary that focuses attention on the border between legitimate citizens and zombie “others.” The surge in the number of zombie…

Abstract

The zombie-plague apocalypse is a powerful social imaginary that focuses attention on the border between legitimate citizens and zombie “others.” The surge in the number of zombie apocalypse films provides an illuminating area for studying the role imagined for public administration by popular culture. The response to zombies in apocalyptic films brings to fore new realities with the re-conceptualization of the legitimacy and authority of government. This re-conceptualization provides content for analyzing the portrayal of existing governmental institutions overwhelmed by the apocalypse, including local governments, the military, public health agencies, emergency services, and public utilities,

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International Journal of Organization Theory & Behavior, vol. 17 no. 3
Type: Research Article
ISSN: 1093-4537

Article
Publication date: 1 February 2003

Lisa Harris, Anne‐Marie Coles and Richard Davies

A key debate about the nature and role of ecommerce centres around the question of whether it is merely an old activity in a new form, or a discontinuous process that rewrites the…

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Abstract

A key debate about the nature and role of ecommerce centres around the question of whether it is merely an old activity in a new form, or a discontinuous process that rewrites the ideas and assumptions of the ‘old’ economy. The objective of this exploratory and qualitative study is to shed some light on this issue through the lens of business ethics. We will examine whether established ethical principles still apply to e‐commerce, or instead if the ‘rule book’ now needs to be re‐written.

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Journal of Information, Communication and Ethics in Society, vol. 1 no. 1
Type: Research Article
ISSN: 1477-996X

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Book part
Publication date: 1 April 2004

Lenora Ledwon

The law-oriented short stories and novels of lawyer/English professor John William Corrington are receiving increasing attention from legal scholars. However, no one has analyzed…

Abstract

The law-oriented short stories and novels of lawyer/English professor John William Corrington are receiving increasing attention from legal scholars. However, no one has analyzed the science fiction screenplays he co-wrote with his wife, Joyce, from a legal perspective. This article analyzes two such screenplays and concludes that they are “Socratic” texts whose narrative structures and epistemological processes work in much the same way that the traditional participatory exchange works in law school. My analysis explores the links between law, allegory and science fiction as intersecting methods to imagine the possibilities for the future.

Details

Studies in Law, Politics and Society
Type: Book
ISBN: 978-1-84950-262-7

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