Academic literature on the topic 'Sword and sorcery (Game)'

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Journal articles on the topic "Sword and sorcery (Game)"

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Leotta, Alfio. "From Conan the Barbarian to Gunan il guerriero: Re-contextualizing spaghetti sword and sorcery." Journal of Italian Cinema & Media Studies 9, no. 2 (March 1, 2021): 225–43. http://dx.doi.org/10.1386/jicms_00063_1.

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The release of Conan the Barbarian (1982) played a crucial role in the emergence of the sword and sorcery film, a subgenre of fantasy cinema featuring muscular heroes in violent conflict with wizards and other supernatural creatures. Italian genre filmmakers attempted to capitalize on the international popularity of sword and sorcery by quickly producing a number of low-budget films, which emulated the stylistic and narrative features of Conan. Over a period of six years, between 1982 and 1987, the Italian film industry produced almost two dozen sword and sorcery films, which achieved mixed results at the box office. Although recently an increasing number of international film scholars have focused on the critical examination of Italian genre cinema, to date, little attention has been devoted to the study of Italian sword and sorcery. By examining the aesthetic features of four Italian sword and sorcery films (Gunan il guerriero [1982], Ator l’invincibile [1982], Hercules [1983] and The Barbarians [1987]), as well as their modes of production and distribution, this article proposes the first comprehensive critical examination of this filone.
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Płoszaj, Joanna. "Między wzniosłością a upodleniem. Obrazowanie oraz znaczenie śmierci w fantasy przygodowej i mitopoetyckiej." Literatura i Kultura Popularna 23 (May 31, 2018): 75–91. http://dx.doi.org/10.19195/0867-7441.23.6.

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Literary images and functions of death in sword and sorcery and mythopoeic fantasyThis article presents and compares methods of description of death in two primary variants of fantasy literature: sword and sorcery and mythopoeic fantasy. The focus is on works of the precursors of fantasy literature — Robert E. Howard Conan the Barbarian series and John R.R. Tolkien The Lord of the Rings, Silmarillion, and texts of authors who creatively developed two primary types of fantasy literature — Fritz Leiber Fafhrd and the Gray Mouser cycle and Ursula K. Le Guin Earthsea cycle.The analysis is divided into two parts. The first one describes methods of presentation of death and their functions in sword and sorcery literature. In this variant of fantasy many literary images of death can be found, which focus particularly on its biological aspects. The next part shows analogical elements in mythopoeic fantasy, where the descriptions of death are inspired by the medieval chansons de geste.The article shows important differences between methods of presenting of death in sword and sorcery and mythopoeic fantasy and between functions of death in this two primary types of fantasy literature. In sword and sorcery the descriptions of death have great importance in the adventure plot structure, because they are connected with activities and adventures of the main character. In mythopoeic fantasy the kind of a character’s death often shows moral condition of this character. Moreover, death in mythopoeic fantasy is important for the balance and stability of created world.
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GULANOWSKI, PIOTR. "Robert Ervin Howard’s Vision of the Supernatural in Beyond the Black River." Journal of Education Culture and Society 4, no. 2 (January 10, 2020): 340–49. http://dx.doi.org/10.15503/jecs20132.340.349.

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The plot and the presented world of Robert Ervin Howard’s Beyond the Black River are representative of sword and sorcery, a subgenre of fantasy fiction that Howard is claimed to have pioneered. It has been proposed that the worlds in fantasy fiction are coherently organised, natural, and material. Nevertheless, supernatural elements that are not consis-tent with the structure of the universe are present. The struggle between the structured worlds and the chaotic supernatural that is resolved by an intervention of a barbarian hero constitute the essence of the sword and sorcery subgenre. These elements can also be found in Beyond the Black River by Howard, who employs contrastive images to present the super-natural.
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Murphy, Brian. "From Pulps to Paperbacks: The Role of Medium in the Development of Sword‐and‐Sorcery Fiction." Journal of American Culture 44, no. 1 (March 2021): 43–53. http://dx.doi.org/10.1111/jacc.13231.

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Ceasar Huang, Erick, Sharon Sherry Huang, and Cheng-Hua Tsai. "Gray Code in the Solution of the Nine Rings Chinese Game." Journal of Mathematics Research 9, no. 6 (October 11, 2017): 24. http://dx.doi.org/10.5539/jmr.v9n6p24.

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The main purpose of this project is to explore the nine chain ringed game and to solve it through various ways including induction and recursive methods. Associating this game with the binary codes and where the two numbers represent whether the respective ring is on the 1st row-the ring being on the sword or the 2nd row-the ring being off the sword. First, we explored the problem with two mathematical models to find the existing patterns. Then, by the usage of induction, we found the general form of the quickest number of moves needed depending on the number of rings without the repetition of any situation. Hence we called this path a beautiful solution. Similarly, by the usage of induction, we determined the smallest number of steps needed to get from one situation to another situation. Meanwhile, we also formulated nonrepeating sequences to represent which ring will be moved at which step of the beautiful solution’s procedure. Finally, we concluded the project by aggregating the data into a generating function.
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Wright, Andrea. "A sheep in wolf's clothing? The problematic representation of women and the female body in 1980s sword and sorcery cinema." Journal of Gender Studies 21, no. 4 (December 2012): 401–11. http://dx.doi.org/10.1080/09589236.2012.681183.

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Kelly, Scott M., and Alex Nealon. "Game and Technology Co. v. Activision Blizzard – a look at how inter partes reviews change the game in patent suits." Interactive Entertainment Law Review 2, no. 2 (December 2019): 88–94. http://dx.doi.org/10.4337/ielr.2019.02.05.

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A June 2019 appellate decision marked the end of the patent assertion by Game and Technology Co. (GAT) against Activision Blizzard and Riot Games. 1 The patents at issue related to equipping virtual avatars with game items. Activision Blizzard was able to successfully invalidate the patent through inter partes review (IPR) proceedings at the US Patent and Trademark Office. This case illustrates the important role that IPRs play in US patent litigation, as well as the double-edged sword of obtaining very broad patent claims. The article walks through the history of the assertion, the invalidity arguments at the USPTO, and the final decision on appeal to the Federal Circuit, and discusses how IPRs may provide an effective response to patent assertions in the US.
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Coanda, Iulia, and Stef Aupers. "Mechanisms of Disclosure: A Socio-technical Perspective on Sociality in Massively Multiplayer Online Role-playing Games." Television & New Media 21, no. 3 (January 29, 2019): 315–33. http://dx.doi.org/10.1177/1527476418824557.

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It is a mainstay in game studies that Massively Multiplayer Online Role-Playing Games are boasting social relations and community formation. Considering games as “sociotechnical” environments, this article studies how the usage of external communication technologies in an online video game guild shapes the members’ social dynamics. Based on a one-year ethnographic study of a women’s guild in The Elder Scrolls Online (TESO), the analysis shows that the infrastructure of TESO guards anonymous interaction by default and contributes to the game as a “safe space.” The displacement of guild communication to media platforms outside the game, however, unleashed mechanisms of disclosure: a leakage of information from the private, domestic domain via TeamSpeak and the “sharing” imperative of personal information on Facebook. Such techno-induced forms of personal disclosure act as a double-edged sword: they strengthen the guild’s social bonds but, simultaneously, breed tensions, peer-to-peer surveillance, and social control within the guild.
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Franklin, Seb. "Racial Capitalism and the Informatics of Value." Social Text 39, no. 2 (June 1, 2021): 69–91. http://dx.doi.org/10.1215/01642472-8903620.

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Abstract This article takes the presentation of mechanical and informatic models in Samuel Delany's Neveryóna as an occasion to examine the relations of force, abstraction, information, and differential valuation that constitute racial capitalism. In order to do this, the article considers the continuities and divergences between the principles those models demonstrate, the lessons on value and economic determination that precede them, and Delany's subsequent presentation of surplus populations, intricated “free” and slave labor, and the modes of racialized differentiation that shape and are shaped in the interstices of those social formations. In Delany's sword-and-sorcery bildungsroman, the models illustrate the abstract logic of value, show that logic to be informatic in character, and point toward a dialectical relationship between this informatic logic and the concrete practices of dispossession that produce and operate through ascriptive race and gender regimes. Value's abstract operations are too often understood to be incommensurable with such regimes, yet Delany's presentation deploys the language and processes associated with informatics to reveal an essential relationship between the abstract network that results from value's mediating function and the modes of ascription and concrete violence that, as a result of such mediation, tend to be associated with precapitalist or noncapitalist social formations.
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Luo, Fu Bi. "Game Analysis on the Shareholders, the Manager and the Auditor in Equity Incentive Process." Advanced Materials Research 787 (September 2013): 997–1001. http://dx.doi.org/10.4028/www.scientific.net/amr.787.997.

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Equity incentive is a two-edged sword. In this paper, a three party game model among shareholders, the manager and auditor is built to study the equity incentives negative effects. The results are: the probability of the manager and the auditors collusion to manipulate accounting information is negative connected with the shareholders punishment, and is positive connected with the monitoring cost. Shareholders should improve the technical ability and measures to punish the manager and auditor heavily when they collude to manipulate financial information; Shareholders and the regulatory agencies should give no chance to the manager and the auditor to obtain extra income from accounting information manipulation as much as possible.
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Dissertations / Theses on the topic "Sword and sorcery (Game)"

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Emery, Philip. "Revivifying the Ur-text : a reconstruction of sword-&-sorcery as a literary form." Thesis, Loughborough University, 2018. https://dspace.lboro.ac.uk/2134/36307.

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From the early 1980s until the late 1990s the genre or sub-genre known as sword-&-sorcery was largely moribund. The Tolkien-derived high fantasy novel, on the other hand, flourished and mutated into six, eight, ten volume, or open-ended series. Even though the terms high fantasy and sword-&-sorcery are sometimes used interchangeably, sword-&-sorcery came to be viewed as an inferior, cruder form: rougher in style, more limited structurally, stunted in terms of character development, even morally questionable (rather than ambiguous). Revivifying the Ur-text aims to investigate if it is possible to subvert the genre, to create a work that realizes the form s potential to exist as literature . In order to do this it attempts to both analyze and re-vision the form by rendering the genre down to its pristine elements - exemplified but not monopolized by the widely-acknowledged creator of the sword-&-sorcery form, Robert E. Howard. The critical areas of the thesis thus concentrate on Howard, but extend backwards to Beowulf as proto-sword-&-sorcery and forwards to contemporary fantasy writers such as Joe Abercrombie and Steve Erikson. It begins by constructing an account of the creation of the form by Howard, hypothesizing that the conditions for its genesis are a result of the writer s internal emotional and thought processes interacting with external circumstances. This is followed by a study of a set of highly influential anthologies published in the sixties edited by Lyon Sprague de Camp, interrogating de Camp s introductions as well as his selections, sub-categorizing these into the variations on the Howardian model which evolved in the wake of his 1920/30s work, work from which other writers developed a commonly perceived genre. From this the thesis proceeds to a consideration of related forms such as epic fantasy, science fantasy, and grimdark, prefaced by a survey and analysis of what sword-&-sorcery was/is perceived to be by commentators such as de Camp, Brian Attebery and Peter Nicholls. These sections are followed and augmented by a refocusing on Robert E. Howard. A consideration of the crucial relationship between violence and the numinous in his fantasy is central to this thesis. This is done both through research into published texts, mainly fictional but also non-fictional, and is discussed both generally and through in-depth case studies of two stories, attempting to identify the particular elements of his writing which contributed to the birth and definition of sword-&-sorcery in order to establish Howard s output as an Ur-text . The creative heart of this research is my sword-&-sorcery fiction, The Shadow Cycles. Here I have attempted to write a narrative in the form which innovates narrative techniques, modifying or abandoning the generic scaffolding of situations, and methods of characterization, and developing a style of language appropriate to my aim of revisioning Howard s Ur-text for the 21st century. This is followed by a concluding afterthesis which draws on all the preceding sections to explicate the relationship between the critical and creative elements of the thesis. As with earlier critical sections, these recruit a synthesis of literary history, influence studies, genre theory, narratology, and practical criticism. By so doing they touch on conceptions of the literary such as those of Bakhtin, Eagleton, Todorov, and Katherine Hume.
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Rovinsky, Thomas. "Conan fascisten? En idéanalytisk studie kring sword and sorcery och Robert E. Howards fiktive barbar." Thesis, Högskolan i Borås, Institutionen Biblioteks- och informationsvetenskap / Bibliotekshögskolan, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18267.

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This thesis falls within the realm of social studies, specifically social studies in literature, and attempts to establish whether the sub-genre of fantasy literature known as sword and sorcery contains elements which resemble the tenets of fascism. Robert E. Howard is considered the progenitor of the sub-genre and his stories have an influence on the nature of sword and sorcery literature today, 70 years after his death. Howards creation of the sub-genre coincides with the spread of fascist ideologies around the world in the 1930s and the study attempts a societal mirroring analysis of Howards texts. With the help of an analytical model based on fascism expert Robert O. Paxtons so-called mobilizing passions of fascism, Howards stories of Conan the barbarian have been deconstructed and analyzed. The study shows clearly that certain elements of the stories do indeed correspond to basic ideological elements of fascism. However, the results of the study are inconclusive as to whether this indicates that sword and sorcery was inspired by the widespread surge of fascism which occurred at roughly the same time, or if they simply sprang from the same sociocultural soil. The similarities are tempered by the issue of context and the presence of numerous exceptions. Further studies with different scientific tools and parameters would be required to establish the nature of a possible connection between fascist ideology and sword and sorcery based on the similarities found.
Uppsatsnivå: D
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Brough, Edward Luna. "Jogo de mandinga - game of sorcery - : a preliminary investigation of history, tradition, and bodily practice in capoeira angola /." Connect to resource, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1195592448.

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Brough, Edward Luna. "Jogo de mandinga - game of sorcery -: a preliminary investigation of history, tradition, and bodily practice in capoeira angola." The Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=osu1195592448.

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Carayon, Agnès. "La Furūsiyya des Mamlûks : Une élite sociale à cheval (1250-1517)." Thesis, Aix-Marseille, 2012. http://www.theses.fr/2012AIXM3027/document.

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Les Mamlûks sont réputés pour avoir porté les arts de la furūsiyya à leur plus haute expression. Cette thèse a pour objectif de cerner à la fois les enjeux de leur dextérité, et ses caractéristiques. La première partie porte sur la littérature de la furūsiyya. Après un bilan historiographique, plusieurs ouvrages de furūsiyya sont analysés et comparés, afin de mieux appréhender les héritages et les apports proprement mamlûks. Un traité anonyme de maniement de dabbūs et de lutte à cheval, contenant également une partie sur les feux de guerre, est édité et traduit. La deuxième partie de cette thèse porte sur la suprématie militaire des Mamlûks. Leur formation très poussée y est décrite, mais la lumière a aussi été mise sur leurs chevaux : leurs races ; leur dressage ; leur nombre ; leur entretien. Un large échantillon d'armes mamlûkes est présenté. Enfin, un chapitre est consacré au problème des procédés de combat, encore très mal connus, qui tend à nuancer la vision d'archers montés que l'on a généralement des Mamlûks. Enfin, la dernière partie relève de l'histoire sociale. Elle a pour ambition de démontrer que la maîtrise de la furūsiyya était perçue par les Mamlûks comme la détention d'un art complexe, un « attribut de distinction » qui les distinguait du vulgum pecus. Ce sont alors les diverses manifestations de cette appartenance sociale qui sont analysées : les « sports » équestres, les lieux de jeu et d'entraînement militaire et les palais-écuries, enfin les institutions et les spectacles.Les annexes contiennent un tableau détaillé des manuscrits de furūsiyya et un glossaire, en plus de quelques planches
The Mamluks are renowned for bringing the arts of furūsiyya to their highest expression. This thesis aims to identify both the issues of their dexterity, and characteristics.The first part focuses on the literature of furūsiyya. After a historiographical balance, several treatises of furūsiyya are analyzed and compared in order to better understand the legacy and contributions properly Mamluk. An anonymous treatise of handling dabbūs and fight on horseback, also containing some of the fires of war, is edited and translated.The second part of this thesis is on their military supremacy.Their extensive training is described, but the light was also put on their horses : races, training, numbers and maintenance. A wide selection of Mamluk weapons is presented. Finally, a chapter is devoted to the problem of combat methods, very little known, which tends to moderate vision of mounted archers that is generally widespread.The last part focus on social history. It aims to demonstrate that furūsiyya mastery was seen by the Mamluks as the knowledge of a complex art, an "attribute of distinction", which distinguished them from the hoi polloi. Then, the various manifestations of belonging to this social class are analyzed: "sports" riding, gambling venues and military training, and palace-stables, and finally the institutions and the shows.The appendices contain a detailed table of manuscripts of furūsiyya, a glossary and a few plates
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Chen, Si-Wun, and 陳熙文. "The San Cai Sword 3D Interactive Educational Game Prototyping-A Case Study of Upper, Downward and Forward Attack." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/3y4w96.

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碩士
國立體育大學
運動科學研究所
102
The San Cai Sword is a treasure of Chinese sword forms. The form is valuable in self-defense, keeping health and artistry. This study dedicates in creating a game prototype of San Cai Jian with some game-factors like interactive, challenging and interesting contents to attract users. The development of this game uses Shiva 3D as the game engine and create 3D animations by 3Ds max 2013, Motion Builder and Vicon motion capture system to present the moves of San Cai Jian. This study emulates a real Chinese sword fighting environment with 3 dimensions. Users control the character of the game and to think which move and what timing is to defeat the enemy’s attack. From this game-based method, the users finally can learn the applications of San Cai Jian naturally in an interesting environment. After the game development, this game was evaluated by questionnaire survey from martial art masters, normal publics and the people who had learned San Cai Jian. The results show there are above 80% of people have positive feedbacks about the educational effect of this game. The concrete research objects are: 1. Design a scenario-based, multi-angled game if San Cai Jian by Shiva 3D. 2. Using mobile devices like iPad and iPhone as platforms and create a game-based learning method. This study is a pioneering research in sports and martial art. Make an effort in the combination of traditional culture and modern technology.
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Books on the topic "Sword and sorcery (Game)"

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Marx, Christy. Sword of sorcery: Amethyst. New York: DC Comics, 2013.

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Inc, ebrary. The sword and sorcery anthology. San Francisco: Tachyon Publications, 2012.

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The crown of kings. New York, N.Y., U.S.A: Penguin, 1985.

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Peterson, Clark, and Bill Webb. Demons and Devils (Sword Sorcery). White Wolf Publishing, 2001.

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Champions of Darkness (Sword & Sorcery Ravenloft). White Wolf Publishing, 2002.

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Collura, James. Chaos Rising (Sword and Sorcery S20). Necromancer Games, 2003.

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Goodman, Joseph. Shardsfall Quest (Sword & Sorcery). White Wolf Publishing, 2004.

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McComb, Colin. Beyond Countless Doorways: A d20 Book of Planes (Sword & Sorcery). Malhavoc Press, 2004.

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Steele, John, and Anthony Pryor. Everquest II Role-Playing Game: Player's Guide (Sword & Sorcery). White Wolf Publishing, 2005.

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Pryor, Anthony, and Scott Holden-James. Everyquest Role-Playing Game: Monsters of Luclin (Sword & Sorcery). Sword & Sorcery Studio, 2004.

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Book chapters on the topic "Sword and sorcery (Game)"

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Strugnell, John. "Hammering the Demons: Sword, Sorcery and Contemporary Society." In Twentieth-Century Fantasists, 172–82. London: Palgrave Macmillan UK, 1992. http://dx.doi.org/10.1007/978-1-349-22126-4_14.

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"The Harvard-Yale Game, 1900–1970." In The Intellectual Sword, 586–639. Harvard University Press, 2020. http://dx.doi.org/10.2307/j.ctv125js9b.20.

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"Exaggeration in Brinkmanship is a Doubleedged Sword." In Game Sutra: Rescuing Game Theory from The Game Theorists, 152–55. B1/I-1 Mohan Cooperative Industrial Area, Mathura Road New Delhi 110 044: SAGE Publications Pvt. Ltd, 2019. http://dx.doi.org/10.4135/9789353885694.n34.

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Jerng, Mark C. "Fantasies of Blackness and Racial Capitalism." In Racial Worldmaking, 129–58. Fordham University Press, 2017. http://dx.doi.org/10.5422/fordham/9780823277759.003.0007.

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This chapter traces sword and sorcery’s re-emergence as a popular genre in the 1960s and 1970s during the era of U.S. Civil Rights movements. It shows how strategies for reproducing racism despite changing political sensibilities are constructed through the genre of sword and sorcery. These strategies go hand in hand with soon-to-be dominant re-imaginations of free market economics by economists such as Milton Friedman and Gary Becker. The chapter analyzes the work on the economics of discrimination in relation to Samuel Delany’s use of sword and sorcery to reflect on how race gets used to imagine market processes. Delany’s Nevèrÿon series adds another dimension to understandings of racial capitalism by focusing on race as economic utility.
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Jerng, Mark C. "The “Facts” of Blackness and Anthropological Worlds." In Racial Worldmaking, 103–28. Fordham University Press, 2017. http://dx.doi.org/10.5422/fordham/9780823277759.003.0006.

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This chapter discusses the origins and development of sword and sorcery in the pulps and fanzines of the 1930s. It starts with Robert Howard’s Conan the Barbarian stories and reads these stories in relation to contemporaneous fanzine commentary. show an intricate process of worldbuilding whereby race is located at higher and higher levels of meaning even though its correspondence with actual “races” is deeply questioned. This interpretive strategy mirrors the work of cultural anthropologists who were critiquing biological racism, thus demonstrating that race was not so much being critiqued as it was being elevated to a different order of meaning. It details these interpretive strategies in order to show the simultaneous reproduction of race in the building of sword and sorcery as a genre with the embedding of race in anthropological thought.
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"»A Knight’s a sword with a horse.«." In Die Welt von »Game of Thrones«, 173–92. transcript-Verlag, 2016. http://dx.doi.org/10.14361/9783839437001-011.

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Shippey, Tom. "Cultural Engineering: A Theme in Science Fiction." In Hard Reading, 89–102. Liverpool University Press, 2016. http://dx.doi.org/10.5949/liverpool/9781781382615.003.0010.

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As a form, science fiction conceals homogeneity beneath apparent diversity. The diversity can be seen by looking at the range of paperbacks in any bookshop. One finds lumped together ‘end of the world’ stories, galactic empire stories, stories of the near future and, via time travel, of the very far past, as well as stories that have nothing to do with science at all but depend on magic, or the fantasy type known as ‘sword and sorcery’. One might well think that the inclusion of all these under one heading is just a mistake, that the diversity is genuine. There are two reasons for thinking that is not so: that there is something holding all this diversity together. One is temporary and practical; the other is an element that regular readers recognise, something that forms a large part of the genre’s appeal....
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Naylor, Alex. "“My Skin Has Turned to Porcelain, to Ivory, to Steel”: Feminist Fan Discourses, Game of Thrones, and the Problem of Sansa." In The Woman Fantastic in Contemporary American Media Culture. University Press of Mississippi, 2016. http://dx.doi.org/10.14325/mississippi/9781496808714.003.0003.

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Alex Naylor’s “‘My Skin Has Turned to Porcelain, to Ivory, to Steel’: Feminist Fan Discourses, Game of Thrones, and the Problem of Sansa” explores debates on Tumblr over the sword-fighting, genderbending figure of Arya Stark and her princess-turned-stoic-survivalist sister, Sansa. Fan perspectives on Sansa, Naylor finds, take the form of intense appreciations of her, reflections on how her narrative refracts issues of young women’s victimization and survival, and “defenses” that confront her detractors and implicate the role of sexism and misogyny in some fans’ vocal dislike of the character. Because, for many young women, this kind of online popular culture critique is their first introduction to feminist ideas, argues Naylor, it is most productively explored within the context of a wider debate in both feminist and fandom social media spaces about what a modern feminist ethics of media consumption might look like.
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Vedral, Vlatko. "Information for all Seasons." In Decoding Reality. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198815433.003.0007.

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Imagine that you arrive late at a party. Everyone is already there, sitting at a big round table. The host invites you to sit down with the others and you realize that they are engaged in what appears to be some kind of a game. The host tells you nothing other than to sit down and join in. Let’s say that you quite like playing poker, and you get excited at the prospect of participating, but you quickly realize that this is not poker. Then it dawns on you that you actually have absolutely no idea what is going on. You turn around to consult the host, but he seems to have disappeared. You take a deep breath and keep quiet, not wanting to reveal your ignorance quite so early in the evening, and you quietly continue to observe. The first thing you notice is that no one is allowed to utter any words, so it’s not obvious at all whether this is a game. This seems slightly odd but you think this may be one of the rules of the game and so you play along. You observe that the players are using a common deck of cards, resembling Tarot cards, each card with an elaborate picture on it, such as a warrior killing a lion, or a lady holding two crossed swords. After a while it becomes clear that players take turns to reveal a set of cards, one at a time. As each subsequent card is laid down, adjacent to the previous one, the other players closely observe the card being laid down as well as any body language of the player to further substantiate the meaning of the card. So it’s finally the turn of the player sitting next to you. He puts down a king standing over a dead lion with his sword raised above his head; you think to yourself, ‘Is this guy talking about a particular king who killed a lion?’, ‘Is he talking about royalty in general?’, or ‘Is this card a metaphor for some kind of personal triumph?’.
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Conference papers on the topic "Sword and sorcery (Game)"

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Lv, Qiwumian. "Research on Three Construction Methods of Electronic Game Virtual Identity Under Biaxial Operation Taking "Chinese Paladin: Sword and Fairy", "World of Warcraft" and "Overwatch" as Examples." In Proceedings of the 3rd International Conference on Art Studies: Science, Experience, Education (ICASSEE 2019). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/icassee-19.2019.70.

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