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Recent years have witnessed growing attention to popular culture’s role in the reproduction, negotiation, and contestation of global political life. This article extends this work by focusing on games targeted at young children as a neglected, yet rich site in which global politics is constituted. Drawing specifically on the Heroes of History card game in the Top Trumps franchise, I offer three original contributions. First, I demonstrate how children’s games contribute to the everyday (re)production of international relations through the contingent storying of global politics. Heroes of History’s narrative, visual organisation, and gameplay mechanics, I argue, construct world politics as an unchanging realm of conflict through their shared reproduction of a valorised, masculinised figure of the warrior hero. This construction, moreover, does important political work in insulating young players from the realities and generative structures of violence. Second, the polysemy of children’s games means they also provide opportunity for counter-hegemonic ‘readings’ of the world even in seemingly straightforward examples of the genre such as this. Third, engaging with such games as meaningful objects of analysis opens important new space for dialogue across International Relations literatures on children, popular culture, gender, the everyday, and heroism in world politics.
The Central Mediterranean Penal Heritage Project (CMPHP) employs remote-sensing techniques to study and preserve archaeological remains of human confinement. Within this larger project, digital photogrammetry was used to document part of the castle prison in Noto Antica to identify and digitally preserve graffiti depicting galleys and gameboards.
Videogames once seemed like they would have a part to play in the future of the book – the natural evolution of literary practice onto more expressly interactive digital platforms. Today, despite numerous compelling examples of videogames that support literary engagement, the comparison can seem strange, clichéd, banal, and beside the point. This chapter attempts to reset the comparison of videogames and literature for the present moment of digital culture. First, it presents a brief history of critical perspectives on videogames as literature. Second, it reflects on the contemporary status of and challenges to videogaming’s literary aspirations following recent shifts in the industry’s design priorities and monetization practices. This chapter does not present an argument regarding the status of games as literature. Rather, its goal is to describe the urgent work of literary studies in continuing to rethink digital gaming in the unfolding digital age.
Japan is the world’s largest producer of love simulation games, revealing a curious feature: these games, in theory, assign female players to the unique task of seducing a male character, but, in reality, they promote the establishment of a network of friendship between women. Love cannot be achieved if this network is not carefully woven both in play and in real life. Based on the analysis of this double dynamics, outwardly contradictory, I would like to advance the following hypothesis: that such games enable their users to ‘outsmart’ gender expectations. These games, called otome games, became popular in the context of a national panic related to the declining birthrate: they target the market of women who – living alone or with their parents – are held responsible for the future shortfall of the system. These new generations of women don’t start a family. They have no children. How do they manage to ward off exclusion and stigma? The study will focus on the strategies collectively devised to turn otome games into an identity-building tool, promoting friendship between players as a means of resistance against social norms.
Despite promising early evidence for the validity of well-designed game-based assessments (GBAs) for employee selection, the interaction between the complexity of games and their use in international and cross-cultural contexts is unknown. To address this, this paper presents a descriptive, qualitative study examining the perspectives of both GBA vendors and organizational stakeholders related to cross-cultural issues unique to GBAs related to 1) privacy, 2) legality, and 3) applicant reactions. Overall, privacy and legality concerns appeared similar for GBAs as with other assessment methods, although certain common characteristics of GBAs amplify common concerns. Applicant reactions appeared more positive to GBAs across national borders and cultures than traditional assessments, although some international differences were reported. Other cross-cultural topics raised included international differences in the conflation of GBA and artificial intelligence, in the importance of mobile-first design, and in the ability of GBAs to provide a more language-agnostic experience than other assessment types.
Our knowledge about Cyrenaican horses during the Greek and Roman periods is mainly derived from ancient literary sources. They tell us that horses were bred with distinctive skills in this region and report interesting stories highlighting the participation of Cyrenaican horses in athletic games. The literary data suggests Cyrene is a horse-breeding centre and this paper examines whether these assertions represent a reality, or simply a convention. This study investigates and analyses other locally related archaeological data, including epigraphy documents published by the digital corpora of IGCyr and IRCyr. Although most of the inscriptions in these corpora are published, little attention has been given to horses. The adapted approach here aims to build up a picture about horses using local evidence, with a focus on the linguistic indications of equestrian practice at Cyrenaica and the use of horse-related terms in nomenclature. Interestingly, the regional textual and archaeological data provide us with a similar picture to that presented by the literary references regarding horse breeding in Cyrenaica, charioteer training and their contribution to overseas Greek and Roman sport.
Mary Midgley challenges the dominant conceptions of human nature, ethics, community and ecology taught at A-Level. This article considers some of the key themes of her thinking.
Willis J. Edmondson,Juliane House, Universität Hamburg and the Hungarian Research Centre for Linguistics,Daniel Z. Kadar, Dalian University of Foreign Languages, China and Hungarian Research Centre for Linguistics
Chapter 2 discusses the dilemma posed by the requirement that ‘communicative’ English be taught in a foreign language classroom – which is naturally different from real life – and suggest different ways out of this dilemma as general possibilities. The chapter therefore provides a practical applied linguistic background for the more theoretically motivated chapters that follow. We argue that many of the teaching dilemmas triggered by the setting of the foreign language classroom relate to the fact that the classroom provides its own ritual space, in which the conventions and practices and related rights and obligations holding for daily life are turned upside down.Thus, a key dilemma invariably facing the foreign language teacher is how to teach real-life language use in a non-real-life setting.
Games and other forms of play are core human activities, as vitally constitutive of cultural and social practices in the past as they are today. Consequently, play, games and fun should be central in archaeological theory, but our review shows they are anything but. Instead, very few studies deal with these concepts at all, and most of those that do focus on how the affordances play offers link it to ritual, power or other ‘more serious’ phenomena. Here, we offer an explanation as to why play has taken such a backseat in archaeological thought and practice, relating it to the ambivalent aesthetics of having fun with the past in our own discipline. Building on our own playful practices and those of other scholars in the ancient board gaming and archaeogaming communities, we propose a move towards a more playful archaeology, which can provide us with a new window into the past as well as into our own professional practices.
This chapter takes as its central focus the triumphal games given by the Roman praetor Lucius Anicius Gallus in 167 BCE. The chapter deconstructs the hostile account of this event in Polybius’ Histories by examining how Anicius manipulated the musical dynamics of the spectacle in order to amplify the importance of his triumph. The second half of the chapter situates the episode in the context of broader developments in Greek and Roman musical culture during the second century BCE. As well as discussing the general treatment of music in Polybius’s Histories, it considers how the dissemination of Greek musical culture during this period sparked a reaction from senior members of the Roman political elite, as evidenced most notably by the fragmentary speeches of Cato the Elder and Scipio Aemilianus.
This article argues for an alternative interpretation of the ekphrasis of Pelops and Myrtilos among Adrastus’ parade of ancestral images in lines 6.283–5 of Statius’ Thebaid. The majority of scholarly readings believe that the scene described in these lines alludes to the mythical chariot-race between Pelops and Oenomaus. Using a combination of visual, intertextual and intratextual evidence, this article suggests that these lines more likely refer to a later part of the myth—Pelops’ murder of Myrtilos, as the former hurls the latter into the Myrtoan sea from a flying chariot. This paper concludes by exploring what implications this alternative reading has for our understanding of Statius’ use of ekphrasis as a narrative technique and, more specifically, its significance on our reading of the ekphrasis of Adrastus’ ancestral images.
I describe the theoretical assumptions of rational models and assess -- largely negatively -- their ability to produce knowledge relevant to international relations.
There has been increasing recognition of the potential of games in health; however, knowledge of their application in palliative care is lacking. Therefore, this study aimed to identify and map the available evidence on the use of games in palliative care, analyzing how research has been conducted on this topic and identifying gaps in knowledge.
Method
A scoping review was carried out. The literature search was conducted using the respective descriptors and search syntax appropriate to each of the databases searched. The review included all study types with no time limits.
Results
Of the 685 articles initially identified, 53 were included for final analysis. Several different game types were identified, with the majority of studies using role-play (n = 29) and card games (n = 17). The games analyzed were essentially aimed at empowering patients (n = 14), and in some cases, extended to families or caregivers, as well as to medical and nursing students. The analysis of the articles in this review resulted in two major themes: Role-playing for training in palliative care and card games to discuss end-of-life care.
Significance of results
Games allow space for the expression of emotions and promote creativity. They can be applied both in a training context, to enable health professionals to develop essential skills in palliative care, and for patients, families, and caregivers, allowing them to talk about serious things while playing.
Matthias Schröder has asked the question whether there is a weakest discontinuous problem in the topological version of the Weihrauch lattice. Such a problem can be considered as the weakest unsolvable problem. We introduce the discontinuity problem, and we show that it is reducible exactly to the effectively discontinuous problems, defined in a suitable way. However, in which sense this answers Schröder’s question sensitively depends on the axiomatic framework that is chosen, and it is a positive answer if we work in Zermelo–Fraenkel set theory with dependent choice and the axiom of determinacy $\mathsf {AD}$. On the other hand, using the full axiom of choice, one can construct problems which are discontinuous, but not effectively so. Hence, the exact situation at the bottom of the Weihrauch lattice sensitively depends on the axiomatic setting that we choose. We prove our result using a variant of Wadge games for mathematical problems. While the existence of a winning strategy for Player II characterizes continuity of the problem (as already shown by Nobrega and Pauly), the existence of a winning strategy for Player I characterizes effective discontinuity of the problem. By Weihrauch determinacy we understand the condition that every problem is either continuous or effectively discontinuous. This notion of determinacy is a fairly strong notion, as it is not only implied by the axiom of determinacy $\mathsf {AD}$, but it also implies Wadge determinacy. We close with a brief discussion of generalized notions of productivity.
What does it mean to build digital worlds in the Anthropocene? Despite their compromised provenance, computer and video games offer a potent avenue for designing and partaking in environmental scenarios. As a review of the varied approaches to ludic world design suggests, differences in opinion as to who or what constitutes a viable game world – broadly speaking, designers, players, software or spaces – bear on environmental impasses in our shared world, which is marked by multispecies entanglements and obligations. If the essence of world-building lies primarily not in a singular, authorial intent or vision but in a collective imagining and realisation, then designed worlds may serve as both inspirations and cautionary tales for our ecologically compromised times.
Consider the following experiment: a deck with m copies of n different card types is randomly shuffled, and a guesser attempts to guess the cards sequentially as they are drawn. Each time a guess is made, some amount of ‘feedback’ is given. For example, one could tell the guesser the true identity of the card they just guessed (the complete feedback model) or they could be told nothing at all (the no feedback model). In this paper we explore a partial feedback model, where upon guessing a card, the guesser is only told whether or not their guess was correct. We show in this setting that, uniformly in n, at most
$m+O(m^{3/4}\log m)$
cards can be guessed correctly in expectation. This resolves a question of Diaconis and Graham from 1981, where even the
$m=2$
case was open.
This chapter focuses on the identities created for other residents (Athenian women and girls, male metics and their daughters and Athenian boys, beardless youths and ephebes) and non-residents (especially colonies and allies). In comparison to those of the male Athenians, the identities of other residents and non-residents of the city were not nearly as complex, in part because these other groups had limited opportunities for participation in the celebration. While the identities of Athenian boys, beardless youths and ephebes focused on their position as citizens-to-be or as the newest citizens who were prepared to fight for the city, the identities for the other groups focused on their service to the goddess. The participation of both non-residents and residents also marked them as members of the community of “all the Athenians” and allowed them to create identities as members of this group. International visitors had a significant role to play as excluded non-members who contrasted with members of the community. Thus, how one took part in the Great Panathenaia was instrumental in determining what it meant to be a member of “all the Athenians” who were celebrating the Great Panathenaia.
This chapter is the first of two chapters examining the identities created at the Great Panathenaia. It asks what identities were created for Athenian men. For these men, the processes were particularly complex, and they had to take part in a variety of different aspects of the festival. The more often a man participated, the more complex his identities became. A man could also have further identities as a member of specific subgroups of Athenian men: as a member of the cavalry, as benefactor of the city, as a member of a genos, a (Kleisthenic) deme and a (Kleisthenic) tribe. Different aspects of a man’s overall identity would have been salient at different moments in the festival and depended on how exactly any individual man participated. Especially in the games during the classical and Hellenistic periods, the definition of what it meant to be an Athenian male mapped quite closely on to a very political and Aristotelian understanding of citizenship. Consequently, the identities of Athenian men were particularly sensitive to political change in the city, and they quickly reflected developments in other areas of the city’s life.
This chapter explores the novel-writing of the experimental writing collective the Ouvroir de Littérature Potentielle (Oulipo). Despite the seeming mismatch between the Oulipo's attachment to form and the perceived formlessness of the novel, many oulipians have experimented with writing novels. This chapter begins by considering how oulipians have re-invented the novel form via the transposition of structures and constraints from other genres and disciplines. It then reflects on the various functions of these structures and constraints arguing that, while some serve primarily as architectural devices or creative stimuli, others are intrinsically meaningful. In particular I reflect on the ways in which oulipian-authored novels explore the relationship between self and system, and between the individual and the collective. Indeed, oulipian-authored novels often bear the collective stamp of the Oulipo. As this chapter argues, the group has developed a compelling shared imaginary that marks its novelistic production and that raises questions concerning authorship and creative ownership. Lastly, this chapter considers the ways in which oulipian-authored novels frequently invite the reader into a literary game that draws out his or her own creative potential.