Author: Michiel de Lange
Publisher:
ISBN: 9789089646392
Category : Computer games
Languages : en
Pages : 0
Book Description
In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.
Playful Identities
Author: Michiel de Lange
Publisher:
ISBN: 9789089646392
Category : Computer games
Languages : en
Pages : 0
Book Description
In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.
Publisher:
ISBN: 9789089646392
Category : Computer games
Languages : en
Pages : 0
Book Description
In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.
Avatars, Activism and Postdigital Performance
Author: Liam Jarvis
Publisher: Bloomsbury Publishing
ISBN: 1350159328
Category : Performing Arts
Languages : en
Pages : 201
Book Description
In the context of the postdigital age, where technology is increasingly part of our social and political world, Avatars, Activism and Postdigital Performance traces how identity can be created, developed, hijacked, manipulated, sabotaged and explored through performance in postdigital cultures. Considering how technology is reshaping performance, this timely collection reveals how we engage in performance practices through expanded notions of intermediality, knotted networks and layering. This book examines the artist as activist and producer of avatars, and how digital doubles, artificial intelligence and semi-automated politics are problematizing and expanding our discussions of identity. Using a range of examples in theatre, film and internet-based performance practices, chapters examine the uncertain boundaries of networked 'informational selves' in mediatized cultures, the impacts of machine algorithms, apps and the consequences of digital legacies. Case studies include James Cameron's Avatar, Blast Theory's Karen, Ontroerend Goed's A Game of You, Randy Rainbow's online videos, Sisters Grimm's Calpurnia Descending, Dead Centre's Lippy and Chekhov's First Play and Jo Scott's practice-as-research in 'place-mixing'. This is an incisive study for scholars, students and practitioners interested in the wider conversations around identity-formation in postdigital cultures.
Publisher: Bloomsbury Publishing
ISBN: 1350159328
Category : Performing Arts
Languages : en
Pages : 201
Book Description
In the context of the postdigital age, where technology is increasingly part of our social and political world, Avatars, Activism and Postdigital Performance traces how identity can be created, developed, hijacked, manipulated, sabotaged and explored through performance in postdigital cultures. Considering how technology is reshaping performance, this timely collection reveals how we engage in performance practices through expanded notions of intermediality, knotted networks and layering. This book examines the artist as activist and producer of avatars, and how digital doubles, artificial intelligence and semi-automated politics are problematizing and expanding our discussions of identity. Using a range of examples in theatre, film and internet-based performance practices, chapters examine the uncertain boundaries of networked 'informational selves' in mediatized cultures, the impacts of machine algorithms, apps and the consequences of digital legacies. Case studies include James Cameron's Avatar, Blast Theory's Karen, Ontroerend Goed's A Game of You, Randy Rainbow's online videos, Sisters Grimm's Calpurnia Descending, Dead Centre's Lippy and Chekhov's First Play and Jo Scott's practice-as-research in 'place-mixing'. This is an incisive study for scholars, students and practitioners interested in the wider conversations around identity-formation in postdigital cultures.
Scholarly Engagement and Decolonisation
Author: Maurice Crul
Publisher: African Sun Media
ISBN: 1928314570
Category : Education
Languages : en
Pages : 390
Book Description
Considering that one of the core tasks of academia is to provide social critique and reflection, universities have an undeniable role to formulate the contours of a more inclusive academia in contrast to visible and normalised structures of exclusion. Translating such ambitions into transformative practices seems to be easier said than done. Academics need mutual inspiration and exchange of thoughts and practices to reflect on their actions and their own knowledge productions. The authors in this book mirror the challenges and achievements of academics and practitioners in three national contexts, which could serve as a foundation for academia to move towards dismantling elitist and privileged-based assumptions, and formulating new forms of knowledge production and institutional policies, inside and outside academia. The book aims to help create a more inclusive society in which academics, students and practitioners can engage, learn and transform structures of inequality, exclusion and disconnection where it seems to have the biggest impact.
Publisher: African Sun Media
ISBN: 1928314570
Category : Education
Languages : en
Pages : 390
Book Description
Considering that one of the core tasks of academia is to provide social critique and reflection, universities have an undeniable role to formulate the contours of a more inclusive academia in contrast to visible and normalised structures of exclusion. Translating such ambitions into transformative practices seems to be easier said than done. Academics need mutual inspiration and exchange of thoughts and practices to reflect on their actions and their own knowledge productions. The authors in this book mirror the challenges and achievements of academics and practitioners in three national contexts, which could serve as a foundation for academia to move towards dismantling elitist and privileged-based assumptions, and formulating new forms of knowledge production and institutional policies, inside and outside academia. The book aims to help create a more inclusive society in which academics, students and practitioners can engage, learn and transform structures of inequality, exclusion and disconnection where it seems to have the biggest impact.
Video Games Around the World
Author: Mark J. P. Wolf
Publisher: MIT Press
ISBN: 0262328496
Category : Games & Activities
Languages : en
Pages : 715
Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Publisher: MIT Press
ISBN: 0262328496
Category : Games & Activities
Languages : en
Pages : 715
Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Participatory Practice in Space, Place, and Service Design
Author: Kelly L. Anderson
Publisher: Vernon Press
ISBN: 1648895379
Category : Design
Languages : en
Pages : 343
Book Description
'Participatory Practice in Space, Place, and Service Design' is premised on a belief in the importance of participatory practices in finding creative solutions to the plethora of problems we face today. It argues that engaging professions with the public in mutual exploration, analysis, and creative thinking is essential. It not only ensures better quality products, places, services, and a greater sense of civic agency but also facilitates fuller access to them and the life opportunities they can unleash. This book offers a uniquely varied perspective of the myriad ways in which participatory practices operate across disciplines and how they impact the worlds and communities we create and inhabit. This book suggests that participatory practices are multi-disciplinary and relevant in fields as diverse as design, architecture, education, health care, sustainability, and community activism, to name a few of those discussed here. How do designed objects and environments affect wellness, creativity, learning, and a sense of belonging? How do products and services affect everyday experience and attitudes towards issues such as sustainability? How does giving people a creative voice in their own education, services, and built environments open up their potential and strengthen identity and civic agency? Addressing these questions requires a rethinking of relations between people, objects, and environments; it demands attention to space, place, and services.
Publisher: Vernon Press
ISBN: 1648895379
Category : Design
Languages : en
Pages : 343
Book Description
'Participatory Practice in Space, Place, and Service Design' is premised on a belief in the importance of participatory practices in finding creative solutions to the plethora of problems we face today. It argues that engaging professions with the public in mutual exploration, analysis, and creative thinking is essential. It not only ensures better quality products, places, services, and a greater sense of civic agency but also facilitates fuller access to them and the life opportunities they can unleash. This book offers a uniquely varied perspective of the myriad ways in which participatory practices operate across disciplines and how they impact the worlds and communities we create and inhabit. This book suggests that participatory practices are multi-disciplinary and relevant in fields as diverse as design, architecture, education, health care, sustainability, and community activism, to name a few of those discussed here. How do designed objects and environments affect wellness, creativity, learning, and a sense of belonging? How do products and services affect everyday experience and attitudes towards issues such as sustainability? How does giving people a creative voice in their own education, services, and built environments open up their potential and strengthen identity and civic agency? Addressing these questions requires a rethinking of relations between people, objects, and environments; it demands attention to space, place, and services.
New Perspectives on the Social Aspects of Digital Gaming
Author: Rachel Kowert
Publisher: Routledge
ISBN: 1317243625
Category : Computers
Languages : en
Pages : 274
Book Description
Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.
Publisher: Routledge
ISBN: 1317243625
Category : Computers
Languages : en
Pages : 274
Book Description
Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.
The Routledge Handbook of Language and Humor
Author: Salvatore Attardo
Publisher: Taylor & Francis
ISBN: 1317551168
Category : Language Arts & Disciplines
Languages : en
Pages : 556
Book Description
The Routledge Handbook of Language and Humor presents the first ever comprehensive, in-depth treatment of all the sub-fields of the linguistics of humor, broadly conceived as the intersection of the study of language and humor. The reader will find a thorough historical, terminological, and theoretical introduction to the field, as well as detailed treatments of the various approaches to language and humor. Deliberately comprehensive and wide-ranging, the handbook includes chapter-long treatments on the traditional topics covered by language and humor (e.g., teasing, laughter, irony, psycholinguistics, discourse analysis, the major linguistic theories of humor, translation) but also cutting-edge treatments of internet humor, cognitive linguistics, relevance theoretic, and corpus-assisted models of language and humor. Some chapters, such as the variationist sociolinguistcs, stylistics, and politeness are the first-ever syntheses of that particular subfield. Clusters of related chapters, such as conversation analysis, discourse analysis and corpus-assisted analysis allow multiple perspectives on complex trans-disciplinary phenomena. This handbook is an indispensable reference work for all researchers interested in the interplay of language and humor, within linguistics, broadly conceived, but also in neighboring disciplines such as literary studies, psychology, sociology, anthropology, etc. The authors are among the most distinguished scholars in their fields.
Publisher: Taylor & Francis
ISBN: 1317551168
Category : Language Arts & Disciplines
Languages : en
Pages : 556
Book Description
The Routledge Handbook of Language and Humor presents the first ever comprehensive, in-depth treatment of all the sub-fields of the linguistics of humor, broadly conceived as the intersection of the study of language and humor. The reader will find a thorough historical, terminological, and theoretical introduction to the field, as well as detailed treatments of the various approaches to language and humor. Deliberately comprehensive and wide-ranging, the handbook includes chapter-long treatments on the traditional topics covered by language and humor (e.g., teasing, laughter, irony, psycholinguistics, discourse analysis, the major linguistic theories of humor, translation) but also cutting-edge treatments of internet humor, cognitive linguistics, relevance theoretic, and corpus-assisted models of language and humor. Some chapters, such as the variationist sociolinguistcs, stylistics, and politeness are the first-ever syntheses of that particular subfield. Clusters of related chapters, such as conversation analysis, discourse analysis and corpus-assisted analysis allow multiple perspectives on complex trans-disciplinary phenomena. This handbook is an indispensable reference work for all researchers interested in the interplay of language and humor, within linguistics, broadly conceived, but also in neighboring disciplines such as literary studies, psychology, sociology, anthropology, etc. The authors are among the most distinguished scholars in their fields.
The SAGE Handbook of Sociology
Author: Craig Calhoun
Publisher: SAGE
ISBN: 0761968210
Category : Social Science
Languages : en
Pages : 608
Book Description
Providing an authoritative guide to theory and method, the key sub-disciplines and the primary debates in contemporary sociology, this work brings together the leading authors to reflect on the condition of the discipline.
Publisher: SAGE
ISBN: 0761968210
Category : Social Science
Languages : en
Pages : 608
Book Description
Providing an authoritative guide to theory and method, the key sub-disciplines and the primary debates in contemporary sociology, this work brings together the leading authors to reflect on the condition of the discipline.
Research Anthology on Developments in Gamification and Game-Based Learning
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Cultural Sustainability
Author: Torsten Meireis
Publisher: Routledge
ISBN: 1351124285
Category : Art
Languages : en
Pages : 272
Book Description
If the political and social benchmarks of sustainability and sustainable development are to be met, ignoring the role of the humanities and social, cultural and ethical values is highly problematic. People’s worldviews, beliefs and principles have an immediate impact on how they act and should be studied as cultural dimensions of sustainability. Collating contributions from internationally renowned theoreticians of culture and leading researchers working in the humanities and social sciences, this volume presents an in-depth, interdisciplinary discussion of the concept of cultural sustainability and the public visibility of such research. Beginning with a discussion of the concept of cultural sustainability, it goes on to explore its interaction with philosophy, theology, sociology, economics, arts and literature. In doing so, the book develops a much needed concept of ‘culture’ that can be adapted to various disciplines and applied to research on sustainability. Addressing an important gap in sustainability research, this book will be of great interest to academics and students of sustainability and sustainable development, as well as those studying sustainability within the humanities and social sciences, such as cultural studies, ethics, theology, sociology, literature and history.
Publisher: Routledge
ISBN: 1351124285
Category : Art
Languages : en
Pages : 272
Book Description
If the political and social benchmarks of sustainability and sustainable development are to be met, ignoring the role of the humanities and social, cultural and ethical values is highly problematic. People’s worldviews, beliefs and principles have an immediate impact on how they act and should be studied as cultural dimensions of sustainability. Collating contributions from internationally renowned theoreticians of culture and leading researchers working in the humanities and social sciences, this volume presents an in-depth, interdisciplinary discussion of the concept of cultural sustainability and the public visibility of such research. Beginning with a discussion of the concept of cultural sustainability, it goes on to explore its interaction with philosophy, theology, sociology, economics, arts and literature. In doing so, the book develops a much needed concept of ‘culture’ that can be adapted to various disciplines and applied to research on sustainability. Addressing an important gap in sustainability research, this book will be of great interest to academics and students of sustainability and sustainable development, as well as those studying sustainability within the humanities and social sciences, such as cultural studies, ethics, theology, sociology, literature and history.