Notice bibliographique
Résumé
Citation (2020), "Index", Coward-Gibbs, M. (Ed.) Death, Culture & Leisure: Playing Dead (Emerald Studies in Death and Culture), Emerald Publishing Limited, Bingley, pp. 209-216. https://doi.org/10.1108/978-1-83909-037-020201006 Publisher: Emerald Publishing Limited Copyright © 2020 Matt Coward-Gibbs INDEX Note: Page numbers followed by “n” indicate footnotes. Activism, 163 Adipocere, 163 Adult concerns, 57 AdVenture Capitalist (Game), 19 Aesthetics, fashion and, 162–166 Age of Fire, 90 Agency, 15, 147 Air to Fuels technology, 13 Albion, 44–45, 47 Altruistic suicides, 193 Ambiguity, 100 American culture, 30 American Horror Story (television series), 115 American Journal of Play, 2 ‘Angel’s Egg’ (animated film), 86 Angst in music, 190–191, 193–196, 199–201 Anomic suicides, 196 Anthropocene, 12 catastrophic effects, 13 and solutions, 14 Anthropology, 127 Antigone (Sophocles), 42 Antlers band, 191 Anxiety, 199 Apex Legends, 176 Aphorisms, 119–120 Apocalypse (see also Gothic Post-Apocalypse), 145 apocalyptic frames, 72 zombie, 141 Aquamation, 159 Ars Moriendi, 60 Articulate undead in popular culture, 115–117 aphorisms, 119–120 dead in popular culture, 111–113 Dead Like Me, 118–119 The Fades, 120–121 The Good Place, 119 iZombie, 117–118 Les Revenants, 20 television, 113–114 Artist-centred approaches, 191 Artorias of the Abyss, 86 ‘Ashes of Ariandel’ DLC, 89 Assassin’s Creed Odyssey (Ubisoft Quebec, 17, 2018) Assassin’s Creed: Origins, 178 Authorship, 128 Automatic-play, 21 ‘Baptism of fire’, 87 Battleground missions, 71 Bed of Chaos, 87 Belonging, 42 Beyond the Grave, 86 Blizzard of Oz album (Osbourne), 190 Body composting, 159 Bone Dog (Rohman, 57, 60–62, 2011) Breathing Corpses, 51 Burials, 50 Butter off Dead, 163 Call of Duty 2, 70 Can You Survive The Zombie Apocalypse? (Brailler), 146 ‘Cannibalise’, 140 Capitalism, 113 Carbon dioxide (CO2), 13–14 Carbon Engineering (Canadian company), 13–14 Carbon removal technology, 13 Carnival, 58, 60–62 Carnivalesque, 60, 62, 161 Cautionary tales for Children (Belloc), 56–57 Cemeteries, 1 Children books on death for, 56–58 death with, 55–56 Clicker Heroes (Playsaurus, 19, 2014) Climate change, 13 Closer album (Curtis), 189–190 Cluedo, 70 Collective intelligence, 151 Common (Moore), 42–43, 45, 47–49 Community, 133–134 Conservativism, 13 Content creators, 86 Continuing bonds’ theory, 57 Convergence culture, 140–141 Cookie Clicker (Game), 19 Copypastas, 133–134 Corpse, 42–43, 50–51 Corpse wax (see Adipocere) Corvians, 88 Couch-to-5k fitness programme, 143 Cow Clicker (Bogost), 20 Creepiness, 22 ‘Creepypasta’, 133–134 Crowdfunded memorialisation, 181 crowdfunding platforms for game development, 176–177 fun games, 183–184 mechanisms of experience, 178–181 memorialisation in digital gaming environments, 174–176 Crowdfunding, 6 ‘Cult of death’, 112 Culture, 133 Curtis, Ian, 189s Cybernetics, 16 Cyborg, 15 Daisley, Bob, 190 Dark Souls, 29, 83, 89 interactive world, 90 release of, 85 series, 86 Dark Souls III, 87–89 Dark Souls trilogy (Theodorou), 4, 84 Darkest Dungeon’s, 77–78 Darksign, 84, 88 Dazed, 159 Dead in popular culture, 111 Dead Like Me, 114, 117–119 Dead Swords band, 191 Dear Grandma Bunny (Bruna), 56 Death & Culture Network, 3 Death, 2, 42, 57, 59, 70, 159 duality, 99 studies, 29 Death, Culture and Leisure: Playing Dead, 3 Death, Dying, and the Dead in Popular Culture, 30 Death, Playfulness and Picture Books (Jackson), 4 Death in Modern Theatre (Curtin), 42 Death in Mordheim, 74–77 Death in the Afternoon, 165 ‘Death Positive’ movement, 28 Death Race (Game), 28, 31 Death with children, 55–56 books on, 56–58 death-positivity, 164 lessons in, 61–63 privatisation, 1 Death-positive merchandise, 162–163 Death-positivity movement, 158–159 death and dark humour, 159–162 fashion and aesthetics, 162–166 language of Merry Rogue, 166–169 Deathlings, 5, 162, 168 Decomp’uccino, 163 Delegated games, 20–21 Demon’s Souls, 83 Denial of Death, The (Becker), 28, 112 Depression in music industry, 198–201 Der Groβmann, 125 Dialogism, 146, 160 Digital culture, 133 digital gaming environments, memorialisation in, 174–176 games, 15, 70 memorialisation, 174 Direct Air Capture technology, 13 DISRUPT Media (Thogmartin), 35 Divided spaces, 99 Dog Heaven (Rylant), 57, 61–62 DOOM, 28, 73 Downloadable content (DLC), 71 Dracula (Stoker), 113 Drama, 52 Dramatis Persona, 76 Drivatar system, 21 Dualism, 15 Durkheim, suicide, and popular music, 193–198 Dying, 159 in digital world, 28–31 Ecological thinking, 15–16 Edith Finch (Snyder), 96–97, 104 disposition, 102 player of, 97–98 structuring principle, 97 Eerie, 43 Egoistic-anomic suicide, 200 Elder Scrolls V: Skyrim, The, 76 Embedded memorialisation, 177 End of Life Option Act, 159 Enter the Gungeon (Dodge Roll), 77–78 Entertainment, 158, 163, 168 value, 158 Entombed (game), 140 Episteme, 202 Euthanasia Coaster, 1 EverQuest (Verant Interactive and 989 Studios, 19, 1999) Everybody’s Gone to the Rapture, 96 Evil Within, The, 76 Eyam (Hartley), 42–43, 45, 49–52 Facebook, 174 Fades, The (British series), 120–121 Fallout 3, 70 Fallout 4, 174 Fallout 76 (Bethesda Game Studios, 17, 2018) Family, 96–106 Famitsu magazine, 85 Fandom. com, 32 Farmville, 20 Fashion and aesthetics, 162–166 Faux death, 30 Fear Dubh, 125 15 Times Pokémon Actually Died’ for ScreenRant (Baird), 31 Fighting Fantasy series, 143 Filianore, 86 First-person shooters (FPSs), 70 ‘Floating in the Forth’ (song), 200 Folk horror, 43, 48 Forza series, 21 Frankenstein (Shelley), 113–114 Fred (Simmonds, 57, 59–61, 1987) Freudian analysis, 192 Frolics with Monsters, 5 FromSoftware, 85–86, 90–92 Funeral Direct, 29 Furtive Pygmy, 84–85, 90 GameFAQs forums, 36 Games actions, 16 delegated, 20–21 design, 14 digital, 15, 70 fun, 183–184 idle, 19–20 posthuman, 14–17 posthumous, 17–18 procedural, 21–22 RPG, 19 studies, 15, 30 survival-horror, 76 video, 12–16, 18, 28, 73 zero player, 18 Gamification, 140–141 Gaming encounters in gothic environments, 4–5 experiences, 175–176 ‘Gamist’ attitude, 144 Ghost cars, 21 Glitch (Australian series), 120 Global warming, 13 Gothic, 96 fiction, 98 gaming, 96–98 interpellation, 98–100 preoccupations, 97 self-reflexive mediation, 103 tradition, 115 video games, 84 Good Place, The, 119 Gothic Post-Apocalypse, 72–74 life and (permadeath) in Mordheim, 74–77 Mordheim: City of the Damned (Factor), 70–72 ‘Graveyard’, 77 Graveyard Keeper, 181 Greener death technologies, 159 Grief, 173 Guardian, The, 159 Gundog (Longman), 47 Guru Meditation, 20 Gym, 35 Habituation, 198 Half Life 2, 73 Halloween (Carpenter), 100 Handbook of Death and Dying (Durkin), 30 Harvest (Bean), 47 Hello Games, 21 High-stakes gamble, 14 Hired swords, 76n1, 78 History play, 41–42 Home, 104–106 Homo Ludens (Huzinga), 70 Horizon Zero Dawn (Guerrilla), 4, 178 Horror videogames, 98 Hospice album, 191 Human culture, 16 Humour, 5, 159 I Choose You (Pokémon anime), 32 I Survived a Zombie Apocalypse (television game show), 140 Idle games, 19–20 Idle Heroes, 19 Immersion, 143 In real life (IRL), 135 In The Flesh (television series), 117 In-character communication, 130 Indiegogo, 177 Instrumentalism, 14, 16 Interactive affordances, 99–100 Interactivity, 15 Interpellation, 97 Intruders, 115 Involuntary park, 18 iZombie, 117 Japanese games, 86 Jovial aesthetics, 158 Jovial Aesthetics of the Death-Positivity Movement, The (Zibaite), 5 Joyboard, 20 Just Cause 4 (action-adventure shooter), 176 Kickstarter, 176 Knowledge communities, 144 Land, 42 Language of Merry Rogue, 166–169 Last of Us, The (Naughty Dog), 18 Left Behind category, 131, 132 anxiety of, 134 Leisure, 2–3 Les Revenants, 120 Let’s Play: Ancient Greek Punishment (Barr), 29 Life After People, 18 Life in Mordheim, 74–77 Life is Strange: Before the Storm (Nine), 181 Listener-centred approaches, 191 Living and Dying in the City of the Damned (Stubbs), 4 Lola and the Rent-a-Cat (Jitta, 57, 60, 62–63, 2007) Loot (Orton), 43 Loss, 57 lessons in, 61–63 Love, Death & Robots (Miller), 18 Loveplay (Buffini), 47 LSD, 199 Ludification of culture, 140–141 Ludo-Gothic, 97 Luminosity (Stafford), 47 Magic and Loss (Fricke), 191 Magic circle, 2 Magikarp Jump, 32–33 Major Depressive Episode (MDE), 192 Maledictions, 176 Map of Zombies, The (Thompson), 113 Marble Hornets (web series), 130, 134 Marie Claire, 159 Masculinism, 14 Mass Effect 2, 70 Mass Effect 3, 73 Massive multiplayer online (MMO), 21 gaming environments, 176 Max Payne, 76 Media reports, 201 Memento mori, 101, 164 Memorial add-on pledge, 177 Memorial Wall, 77 Memorialisation, 174 in digital gaming environments, 174–176 Micro-transactions, 19 MMORPGs, 35 prompts players, 20 Monuments, 88, 99 Moral occult, 99 Mordheim: City of the Damned, 4, 70–72 Mortal Combat and Duke Nukem, 28 Mortician’s Tale, A (Laundry Bear Games), 28–30, 37, 158, 165–166, 181 Mortician’s Tale, That Dragon, Cancer, or What Remains of Edith Finch, A, 37 Music, 190, 201 Music-related suicides, 192 Closer album, 189–190 depression and suicide in music industry, 198–201 Durkheim, suicide, and popular music, 193–198 Werther effect, 201 My Chemical Romance (MCR), 195 My Time at Portia (Pathea), 17 Narratives, 84–88, 90 Netflix, 18 News from Nowhere (Morris), 150 No Man’s Sky, 21–22 Non-player character (NPC), 70, 86 Nonhuman games, 3, 12 boys’ tools, 13–14 delegated games, 20–21 idle games, 19–20 posthuman games, 14–17 posthumous games, 17–18 procedural games, 21–22 Object of Possession, 43–45 Online community, 135 Order of the Good Death, The (Zibaite), 5, 158 Osbourne, Ozzy, 190 Outlast, 76 Participation, 145 Patch, 13 Peaceful in Death (Ruffino), 4 Pendant, 85 Penelope Two album, 191 Permadeath, 70, 72–73 in Mordheim, 74–77 and precarity, 77–80 Photographic portraits, 101 Photojournalists, 2 Photojournalists, 30 Picture books, 56–58 examples of playfulness in, 59–61 Play, 2, 85, 96 Player-specific rewards, 78 Playful realities, 5–6 Playful zombies, 141–143 Playfulness, 57–59, 158 examples in picture books, 59–61 Playing with understandings, 3–4 Playwriting, 44 PokéCommunity forums, 35 Pokédeath, 33–38 Pokémon, 27 approaching Pokédeath, 33–38 dying in digital world, 28–31 life in shadow of Pokémon Tower, 38 rangers, 31–33 Pokémon anime, 36 Pokémon Black (Game Freak), 38 Pokémon Black Version, 36 Pokémon death, 31 Pokémon Go (Game), 33–35 Pokémon Go Death Tracker, 33–34 Pokémon Silver Version, 33 Pokémon Tower, 37 life in shadow of, 38 Pokémon: Let’s Go, Pikachu and Let’s Go, Eevee, 37 Pokémon: Magikarp Jump, 32 ‘Pokéstop’, 35 Popular culture, 30 Popular music, 190–191 Durkheim, suicide, and, 193–198 Porous, 178 Post-Anthropocene, 12 Post-script narratives, 71 Posthuman games, 14–17 Posthuman thought, 13, 15 Posthumous games, 17–18 Pre-script narratives, 71 Precarity, 77–80 Preserved rooms, 99 Pride and Prejudice and Zombies (Seth Grahame-Smith), 143 Procedural games, 21–22 Proceedings of the National Academy of Sciences, 12 Progress Quest (Fredericksen, 19, 2002) Psychological theories, 148 Purity and Danger, 131 Pushing Daisies, 117 Randall and Hopkirk (Deceased) (British comedy-drama), 117 Random Number Generator (RNG), 75 Rangers, 31–33 Rationality, 14, 16 Real life (RL), 175 Red Dead Redemption 2 (Rockstar San Diego, 17, 2018) Relationship, 192 ‘Remains’, 96–97 Repetition, 101 Resident Evil (game), 140 Resurrection (US series), 120 Returned, The (US series), 120 ‘Ringed City’, 90 ‘Rofflenet’, 151 Roleplaying game (RPG), 71 Rosamilia, Alex, 191 ‘Rough Music’, 48 RPG games, 19 Rwandan genocide, 44 Sad books, 57 Saint George and the Dragon (Mullarkey), 47 Samaritans, 192n1 Sanctuary (Gupta), 44 Santa Clarita Diet, The, 113 Screeps (Game), 21 Second Life (SL), 175 Secret manuscripts, 99 Sesame Street show, 113 Shaun of the Dead, 117 Shenmue (Game), 17–19 Shooting guns, 102 photographs, 102 Shrines, 99 Silberman, Peter, 191 Simpsons, The (US cartoon), 3 Sims, The, 70 Single-player campaign missions, 71 Sixth mass extinction, 12 Slender Man, The (Asimos), 5, 125 analysing, 127–133 digital self, 133–135 mythology, 126–127 Slow Year: Game Poems, A, 20 Smoke Gets in Your Eyes and Other Lessons from the Crematory (Doughty), 38 Sniper Elite: V2, 76 Social anxiety to gameful interactions, 141–143 Social networking, 174 Soil, 42 Something Awful online forums, 126, 127–128 Sorrows of Young Werther, The (Goethe), 201 Spacewar!, 28 Spatial model, 97 Specters of Marx (Derrida), 119 Stained Class album, 190 ‘Staying Dead’ (Poore), 4 Streamers, 86 ‘Suburbia’s dead-end kids’, 194 Succinctly deathpositivemovement, 164 Suicidal for Life album, 194 Suicide, 192 Durkheim and popular music, 193–198 in music industry, 198–201 types, 193 ‘Suicide, Angst, and Popular Music’ (Partridge), 6 Sun Version, 33 Super Mario Kart, 178 Supernatural forces, 99 Survival Guide, 150 Survival-horror games, 76 Syrian political crisis (2011), 14 Tales of the Crypt-styled comic book story, 100 ‘Teardrop shaped’ concentric loops, 1 Technological solutionism, 13–14 Television, 99, 113–114 Temporality, 47 Terror management theory, 2 That Dragon, Cancer (game), 6, 29, 174 Theatre, 42 3D environments, 21 ‘Times Pokemon Actually Died’, 31 Tiny Bird Pokémon, 32 ‘Top Ten Anime Deaths’, 31 Triadic model, 131, 133 ‘Trojan horse’, 86 Tulpa Theory, 129–130, 132 ‘20 Surprisingly Dark Pokedex Entries from Pokemon Sun and Moon’ (Cooper), 31 Twitter, 174 Universal Paperclips, 20 Universal spectralization, 103 Utility-oriented fiction, 148–151 Veteran Skills system, 78 Victoria (Greig), 42, 45–47 Video games, 12–16, 18, 28, 73 Video-ludic Gothic–convergence culture, 86 Virtual worlds, 175 Vulnerability with purpose, 183 Walking Dead, The (television series), 114, 140–141 Walking simulator, 96 Warbands, 71–72 Warm Bodies (film), 117 Warriors, 75–76 Weirdness, 22 Werther effect, 201 Western Attitudes Towards Death, 1 What Remains of Edith Finch (Giant Sparrow), 5, 29, 96, 181 compulsions to repeat, 100–102 gaming gothic, 96–98 going home, 104–106 gothic interpellation, 98–100 Melancholia, 102–104 mourning, 102–104 Wicker Man, The (Seminal folk horror film), 43, 48 Wolfenstein 3D, 28 World of Warcraft, 35, 175–176 Xbox console, 21 XCOM: Enemy Unknown’s (Firaxis Games, 77–78, 2012) Yōkai, 86 Yūrei, 86 Zeitgeist, 111 Zen of Zombies (book series), 114 Zero player games, 18 ‘Zobo codes’, 151 Zombie apocalypse, 141 emergency, 143 fandom, 141 Zombie fiction gamification, ludification and convergence culture, 140–141 ironic survival(ist) horror, 143 reader as player, 145–148 social anxiety to gameful interactions, 141–143 utility-oriented fiction, 148–151 Zombie Survival Guide, The (Brooks), 140, 143 Zombies, Run! (fitness app), 140–141, 143, 148–151 Book Chapters Prelims Introduction: Death ≠ Failure Part 1: Playing with Understandings Chapter 1: Nonhuman Games: Playing in the Post-Anthropocene Chapter 2: Peaceful in Death: Encountering Death in the Pokémon Universe Chapter 3: Staying Dead: The Corpse, Burial and Exhumation in Three Contemporary British History Plays Chapter 4: Death, Playfulness and Picture Books Part 2: Gaming Encounters in Gothic Environments Chapter 5: Living and Dying in the City of the Damned: A Close Reading of Mordheim’s Gothic Post-Apocalypse Chapter 6: Prepare to Die: Reconceptualising Death, and the Role of Narrative Engagement in the Dark Souls Series (2011–2018) Chapter 7: ‘He Died a Lot’: Gothic Gameplay in What Remains of Edith Finch Part 3: Frolics with Monsters Chapter 8: Dead Chatty: The Rise of the Articulate Undead in Popular Culture Chapter 9: The Slender Man: The Internet’s Playful Creation of a Monster Chapter 10: Gameful Interactions: The ‘Ludification’ of Zombie Fiction Part 4: Performing Playful Realities Chapter 11: The Jovial Aesthetics of the Death-Positivity Movement: Notes on the Appeal of Playfulness in Activism Chapter 12: Some Games You Just Can’t Win: Crowdfunded Memorialisation, Grief and That Dragon, Cancer Chapter 13: Suicide, Angst, and Popular Music Index
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,000 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,000 |
| Méta-épidémiologie (sens large) | 0,000 | 0,000 |
| Bibliométrie | 0,000 | 0,000 |
| Études des sciences et des technologies | 0,000 | 0,000 |
| Communication savante | 0,000 | 0,000 |
| Science ouverte | 0,000 | 0,000 |
| Intégrité de la recherche | 0,000 | 0,000 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,065 | 0,033 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; les deux têtes enseignantes s’accordent sur ce qui est montré ici.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».