Presented by: House of TARG
Doors: 5pm / ALL AGES WELCOME
$1 off all Perogies
TARG YEAR FOUR SUPER OVER-THE-TOP ANNIVERSARY MEGA ARCADE PARTY - Round #2
ALL THE xTRA GAMES ARE STICKING AROUND FOR 1 MORE DAY!!!!!!
THIS YEAR OUR ANNIVERSARY CELEBRATION IS ALL ABOUT THE GAMES
We will be stuffing as many extra PINBALL MACHINES, CLASSIC ARCADE CABINETS & ARCADE ODDITIES as we can cram through the doors to create a MEGA Arcade that will not be soon forgotten. Expect 10+ additional games added to our collection for the Party. OttawaPinball.com & Pinhead.ca will be pull out all the stops - It's gonna be Cuckoo Bananas.
One of the xtra Pinball Machines onsite will be the new 2017 Stern STAR WARS Machine.
OTHER GAMES ONSITE FOR THE YEAR4 CELEBRATION:
Police Trainer, Devil Riders, Ripley’s Believe It Or Not, The Simpsons, 2017 Stern Star Wars, Xmen, Orbitor 1, Bride Of Pinbot, Tron + a custom Giant version of Ice Cold Beer. #ArcadeParadise
HACK THE SYSTEM
All the xtra games will be sticking around From our Official Year Four Anniversary Party.... There’s no way we were going to bring in all these extra games and not give everyone an extra day to play the hell out of them - pop by for round 2 of our anniversary celebrations and take full advantage of what will likely be one of the most amazing lineup of games ever!! Oh Ya - 1$ off perogies every Wednesday.
BOOK LAUNCH 5pm - 8pm - FREE
Playing with Feelings: Video Games and Affect
Aubrey Anable(University of Minnesota Press, 2018)
Getting a Life: The Social Worlds of Geek Culture
Benjamin Woo (McGill-Queen's University Press, 2018)
Join us for food, drinks, and fun to celebrate the release of two new books by Carleton University faculty:
In Playing with Feelings: Video Games and Affect (University of Minnesota Press, 2018), Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than seeing video games as an escape from reality, Anable demonstrates how they have been intimately tied to our emotional landscape since digital computers emerged.
Benjamin Woo's Getting a Life: The Social Worlds of Geek Culture (McGill-Queen's University Press, 2018) recentres our understanding of geek culture on the everyday lives of its participants, drawing on fieldwork in comic book shops, game stores, and conventions, including in-depth interviews with ordinary members of the overlapping communities of fans and enthusiasts. Woo argues that typical depictions of mass-mediated entertainment as something that isolates and pacifies its audiences do not account for the conversations, relationships, communities, and identities that are created by engaging with the products of mass culture.