Video games are well suited to exploring questions of philosophical intent through their construction and design. Exploring the layered and complex forms of video game design and aesthetics is a growing area of gaming studies that is pointing toward these larger and important questions, even changing the way gaming studies is being approached by scholars. This article examines the relationship between video games’ design and aesthetics and Derrida’s conceptual framework of hauntology. Using Mannon and Temkin’s definition of glitch aesthetics, I conduct a close visual analysis of Tacoma as a case study in how Derrida’s hauntology is present within video games. Tacoma’s aesthetic choices bring to light how video games play with Western understandings of presence, life, and death.
Through the presentation of a case study, this chapter will address the lessons learned from a small scale, anthropogenic water disaster that occurred in the stacks area of Miami University's Wertz Art and Architecture Library. The purpose of this chapter is to assess the shortcomings and the successes of the incident response, and to show how even small-scale disasters can highlight both the strengths and weaknesses of a disaster plan. Key lessons learned include the importance of an updated and usable disaster plan; the importance of clear communication before, during, and after an event; and the importance of developing a good relationship with outside responders. Recommendations and solutions taken by MU Libraries are also discussed.
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