Nexus

Nexus PDF Author: Daniel Araya
Publisher: Peter Lang
ISBN: 9781433109706
Category : Business & Economics
Languages : en
Pages : 284

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Book Description
"This book is a rich and varied exploration of current and emerging themes Internet research, and a testament to the strenght and diversity of the field. Collected here is the work of young scholars at the height of their game, fearlessly exploring and expanding the outer reaches of knowledge and methodology, anyone looking to see where the next decade of Internet research may take us would do well to follow their lead."--Axel Bruns, Author of Blogs, Wikipedia, Second Life and Beyond From Production to Produsage --Book Jacket.

Nexus

Nexus PDF Author: Daniel Araya
Publisher: Peter Lang
ISBN: 9781433109706
Category : Business & Economics
Languages : en
Pages : 284

Get Book Here

Book Description
"This book is a rich and varied exploration of current and emerging themes Internet research, and a testament to the strenght and diversity of the field. Collected here is the work of young scholars at the height of their game, fearlessly exploring and expanding the outer reaches of knowledge and methodology, anyone looking to see where the next decade of Internet research may take us would do well to follow their lead."--Axel Bruns, Author of Blogs, Wikipedia, Second Life and Beyond From Production to Produsage --Book Jacket.

The New Production of Users

The New Production of Users PDF Author: Sampsa Hyysalo
Publisher: Routledge
ISBN: 1317299957
Category : Business & Economics
Languages : en
Pages : 358

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Book Description
Behind the steady stream of new products, technologies, systems and services in our modern societies there is prolonged and complicated battle around the role of users. How should designers get to know the users’ interests and needs? Who should speak for the users? How may designers collaborate with users and in what ways may users take innovation into their own hands? The New Production of Users offers a rare overview of these issues. It traces the history of designer-user relations from the era of mass production to the present days. Its focus lies in elaborating the currently emerging strategies and approaches to user involvement in business and citizen contexts. It analyses the challenges in the practical collaborations between designers and users, and it investigates a number of cases, where groups of users collectively took charge of innovation. In addition to a number of new case studies, the book provides a thorough account of theories of user involvement as well as and offers further developments to these theories. As a part of this, the book relates to the wide spectrum of fields currently associated with user involvement, such as user-centered design, participatory design, user innovation, open source software, cocreation and peer production. Exploring the nexus between users and designers, between efforts to democratize innovation and to mobilize users for commercial purposes, this multi-disciplinary book will be of great interest to academics, policy makers and practitioners in fields such as Innovation Studies, Innovation Policy, Science and Technology Studies, Cultural Studies, Consumption studies, Marketing, e-commerce, Media Studies as well as Design research.

GameAxis Unwired

GameAxis Unwired PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 64

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Book Description
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.

Cultures of Computer Game Concerns

Cultures of Computer Game Concerns PDF Author: Estrid Sörensen
Publisher: transcript Verlag
ISBN: 3839439345
Category : Social Science
Languages : en
Pages : 359

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Book Description
The same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures.

Advertising and New Media

Advertising and New Media PDF Author: Christina Spurgeon
Publisher: Routledge
ISBN: 1134086202
Category : Language Arts & Disciplines
Languages : en
Pages : 240

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Book Description
This comprehensive introduction explores the evolving relationship between new media, advertising and new media consumers. Tracing the shift from 'mass' to 'my' media, Advertising and New Media critically evaluates the social and cultural implications of increased interactivity and consumer creativity for the future of advertising, with examples drawn from the USA, the UK, Europe, Australia and the peoples Republic of China. Features include: evaluation of consumer-generated advertising, including the Coke Mentos phenomenon, and comparative analysis of the Dove ‘Real Beauty’ and Axe/Lynx ‘Effect’ campaigns interviews with industry practitioners, providing first-hand insights on the impact of new media on advertising.

Digital Interactive TV and Metadata

Digital Interactive TV and Metadata PDF Author: Arthur Lugmayr
Publisher: Springer Science & Business Media
ISBN: 1475739532
Category : Technology & Engineering
Languages : en
Pages : 264

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Book Description
Recent years have brought many changes to the world of mass media. The In ternet and mobile communications technology have provided consumers with interactive digital services. Television is catching up with this trend through the digitalization process. Digital television is a hybrid platform combining elements from classical analog television and the Internet, providing modern multimedia services on a familiar platform. In short, digital TV is a gateway to the world of interactive digital media. Digital TV brings consumers into the television service arena and offers them new degrees of freedom. However, as the service and multimedia content types diversify and the services and their content increase, television is facing many of the same challenges of complexity and information overflow faced by other digital media. Metadata can handle the diverse services and content of digital TV effi. ciently and in a consumer-friendly way. Metadata means that the data are accompanied by other data which describe them. As data about data, meta data can provide an insight into syntactically and semantically complex data by distilling their essence to a set of simple descriptors. Metadata also helps to structure and manage information in diverse settings. The use of metadata in broadcast multimedia should not be restricted to being merely a tool for coping with the challenges of a complex networked multimedia environment. Instead, metadata ofTers new opportunities for the development of innovative services.

Researching Virtual Worlds

Researching Virtual Worlds PDF Author: Louise Phillips
Publisher: Routledge
ISBN: 1136250514
Category : Social Science
Languages : en
Pages : 197

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Book Description
This volume presents a wide range of methodological strategies that are designed to take into account the complex, emergent, and continually shifting character of virtual worlds. It interrogates how virtual worlds emerge as objects of study through the development and application of various methodological strategies. Virtual worlds are not considered objects that exist as entities with fixed attributes independent of our continuous engagement with them and interpretation of them. Instead, they are conceived of as complex ensembles of technology, humans, symbols, discourses, and economic structures, ensembles that emerge in ongoing practices and specific situations. A broad spectrum of perspectives and methodologies is presented: Actor-Network-Theory and post-Actor-Network-Theory, performativity theory, ethnography, discourse analysis, Sense-Making Methodology, visual ethnography, multi-sited ethnography, and Social Network Analysis.

Virtual Justice

Virtual Justice PDF Author: Greg Lastowka
Publisher: Yale University Press
ISBN: 0300163169
Category : Law
Languages : en
Pages : 246

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Book Description
Tens of millions of people today are living part of their life in a virtual world. In places like World of Warcraft, Second Life, and Free Realms, people are making friends, building communities, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens. But sometimes things go wrong. Virtual criminals defraud online communities in pursuit of real-world profits. People feel cheated when their avatars lose virtual property to wrongdoers. Increasingly, they turn to legal systems for solutions. But when your avatar has been robbed, what law is there to assist you?In Virtual Justice, Greg Lastowka illustrates the real legal dilemmas posed by virtual worlds. Presenting the most recent lawsuits and controversies, he explains how governments are responding to the chaos on the cyberspace frontier. After an engaging overview of the history and business models of today's virtual worlds, he explores how laws of property, jurisdiction, crime, and copyright are being adapted to pave the path of virtual law.Virtual worlds are becoming more important to society with each passing year. This pioneering study will be an invaluable guide to scholars of online communities for years to come.

GameAxis Unwired

GameAxis Unwired PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 60

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Book Description
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.

Changing the Game

Changing the Game PDF Author: David Edery
Publisher: FT Press
ISBN: 0137151756
Category : Business & Economics
Languages : en
Pages : 238

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Book Description
Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way