Author: Phylis Johnson
Publisher: Peter Lang
ISBN: 9781433106163
Category : Computers
Languages : en
Pages : 316
Book Description
This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content-driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media's role in reporting and reflecting the social, political, and economic issues within Second Life and beyond, and includes more than a dozen interviews of active Second Life residents.
Second Life, Media, and the Other Society
Author: Phylis Johnson
Publisher: Peter Lang
ISBN: 9781433106163
Category : Computers
Languages : en
Pages : 316
Book Description
This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content-driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media's role in reporting and reflecting the social, political, and economic issues within Second Life and beyond, and includes more than a dozen interviews of active Second Life residents.
Publisher: Peter Lang
ISBN: 9781433106163
Category : Computers
Languages : en
Pages : 316
Book Description
This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content-driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media's role in reporting and reflecting the social, political, and economic issues within Second Life and beyond, and includes more than a dozen interviews of active Second Life residents.
The SAGE International Encyclopedia of Mass Media and Society
Author: Debra L. Merskin
Publisher: SAGE Publications
ISBN: 1483375528
Category : Business & Economics
Languages : en
Pages : 2169
Book Description
The reference will discuss mass media around the world in their varied forms—newspapers, magazines, radio, television, film, books, music, websites, and social media—and will describe the role of each in both mirroring and shaping society.
Publisher: SAGE Publications
ISBN: 1483375528
Category : Business & Economics
Languages : en
Pages : 2169
Book Description
The reference will discuss mass media around the world in their varied forms—newspapers, magazines, radio, television, film, books, music, websites, and social media—and will describe the role of each in both mirroring and shaping society.
Women and Second Life
Author: Dianna Baldwin
Publisher: McFarland
ISBN: 1476601836
Category : Social Science
Languages : en
Pages : 205
Book Description
This collection of new essays explores issues of identity, work and play in the virtual world of Second Life (SL). Fourteen women discuss their experiences. Topics include teaching in Second Life, becoming an SL journalist, and using SL as a means to bring human rights to health care; exploring issues of identity and gender such as performing the role of digital geisha, playing with gender crossing, or determining how identity is formed virtually; examining how race is perceived; and investigating creativity such as poetry writing or quilting. The text is unique in that it represents only women and their experiences in a world that is most often viewed as a man's world.
Publisher: McFarland
ISBN: 1476601836
Category : Social Science
Languages : en
Pages : 205
Book Description
This collection of new essays explores issues of identity, work and play in the virtual world of Second Life (SL). Fourteen women discuss their experiences. Topics include teaching in Second Life, becoming an SL journalist, and using SL as a means to bring human rights to health care; exploring issues of identity and gender such as performing the role of digital geisha, playing with gender crossing, or determining how identity is formed virtually; examining how race is perceived; and investigating creativity such as poetry writing or quilting. The text is unique in that it represents only women and their experiences in a world that is most often viewed as a man's world.
Media, Culture and Society
Author: Paul Hodkinson
Publisher: SAGE
ISBN: 1473998344
Category : Social Science
Languages : en
Pages : 404
Book Description
′In his beautifully balanced, clear and broad-ranging account of a fast-changing field, Paul Hodkinson has successfully brought together myriad perspectives with which to critically analyse today′s media culture and media society.′– Sonia Livingstone, Professor of Media & Communication, LSE Paul Hodkinson′s bestseller is back, once again exploring the concepts and complexities of the media in an accessible, balanced and engaging style. Additions to the Second Edition include: A new chapter on advertising and sponsorship Extensive revision and updating throughout all chapters New material on technologies, censorship, online news, fan cultures and representations of poverty Greater emphasis on and examples of digital, interactive and mobile media throughout Fully reworked chapter on media, community and difference Up-to-date examples covering everything from social media, contemporary advertising, news events and mobile technologies, to representations of class, ethnicity and gender. Combining a critical survey of the field with a finely judged assessment of cutting-edge developments, this Second Edition cements its reputation as the must-have text for any undergraduate student studying media, culture and society.
Publisher: SAGE
ISBN: 1473998344
Category : Social Science
Languages : en
Pages : 404
Book Description
′In his beautifully balanced, clear and broad-ranging account of a fast-changing field, Paul Hodkinson has successfully brought together myriad perspectives with which to critically analyse today′s media culture and media society.′– Sonia Livingstone, Professor of Media & Communication, LSE Paul Hodkinson′s bestseller is back, once again exploring the concepts and complexities of the media in an accessible, balanced and engaging style. Additions to the Second Edition include: A new chapter on advertising and sponsorship Extensive revision and updating throughout all chapters New material on technologies, censorship, online news, fan cultures and representations of poverty Greater emphasis on and examples of digital, interactive and mobile media throughout Fully reworked chapter on media, community and difference Up-to-date examples covering everything from social media, contemporary advertising, news events and mobile technologies, to representations of class, ethnicity and gender. Combining a critical survey of the field with a finely judged assessment of cutting-edge developments, this Second Edition cements its reputation as the must-have text for any undergraduate student studying media, culture and society.
Virtual Holocaust Memory
Author: Matthew Boswell
Publisher: Oxford University Press
ISBN: 0197645399
Category : Holocaust memorials
Languages : en
Pages : 305
Book Description
The Holocaust was the defining cataclysm of modernity. Now, more than three quarters of a century later, the immersive, interactive technologies of the digital age are dramatically refashioning our memory of that genocide. Virtual Holocaust Memory offers the first comprehensive account of a unique historical juncture, as twenty-first century digital culture meets the edge of living Holocaust memory. The book considers a range of projects that are being developed by museums, archives, businesses, and educational organizations in the USA and Europe, including interactive video testimony, Virtual Reality films, Augmented Reality apps, museum installations, and online exhibitions. Drawing on an original conceptual framework that incorporates connective memory, palimpsestic testimony, and a notion of 'truthfulness' first applied to testimonial writing by the survivor Charlotte Delbo, this groundbreaking book argues that the value of virtual Holocaust memory--that is to say its truthfulness--will ultimately come to rest on the connections that it establishes across a complex set of subject positions. These range from 'new bystanders', who encounter Holocaust memory from a position of relative safety, to the traumatized victims whose extreme physical and psychological experiences made communicating so difficult in the first place.
Publisher: Oxford University Press
ISBN: 0197645399
Category : Holocaust memorials
Languages : en
Pages : 305
Book Description
The Holocaust was the defining cataclysm of modernity. Now, more than three quarters of a century later, the immersive, interactive technologies of the digital age are dramatically refashioning our memory of that genocide. Virtual Holocaust Memory offers the first comprehensive account of a unique historical juncture, as twenty-first century digital culture meets the edge of living Holocaust memory. The book considers a range of projects that are being developed by museums, archives, businesses, and educational organizations in the USA and Europe, including interactive video testimony, Virtual Reality films, Augmented Reality apps, museum installations, and online exhibitions. Drawing on an original conceptual framework that incorporates connective memory, palimpsestic testimony, and a notion of 'truthfulness' first applied to testimonial writing by the survivor Charlotte Delbo, this groundbreaking book argues that the value of virtual Holocaust memory--that is to say its truthfulness--will ultimately come to rest on the connections that it establishes across a complex set of subject positions. These range from 'new bystanders', who encounter Holocaust memory from a position of relative safety, to the traumatized victims whose extreme physical and psychological experiences made communicating so difficult in the first place.
Redefining Journalism in an Age of Technological Advancements, Changing Demographics, and Social Issues
Author: Johnson, Phylis
Publisher: IGI Global
ISBN: 1799838455
Category : Language Arts & Disciplines
Languages : en
Pages : 284
Book Description
As audiences are provided opportunities to experience the news through new technological advancements in the field, the very nature of journalism and its conventions will likely be challenged. This book offers multiple perspectives on the future of journalism by analyzing trends in technology and demographic shifts in audience composition through the next century. The book draws upon recent research and speculations by top technological firms as well as leading science fiction writers to provide a compelling portrait of how journalism may operate in next 20 to 40 years and beyond. The editors offer a groundbreaking view into the future of news consumption and how it will impact newsgathering and reception across the world. The very nature of journalism will likely be received and interpreted within unique communities through innovative and inclusive ways. This book explores the challenges ahead for journalists and media producers in the near and distant futures. Moreover, as in-world journalists have sought to inform and engage unique communities within the context of their worlds, real and virtual, issues relevant to the mainstream have been played out in virtual culture. This book offers a first glance into a mediated future from a journalistic lens. Redefining Journalism in an Age of Technological Advancements, Changing Demographics, and Social Issues investigates the impact of emerging technologies in journalism and how audiences engage with these technologies and news content in innovative ways. Identity and community are analyzed historically and culturally within the larger body of cultural and media studies. Covering topics such as audience demographics, robotics, and immersive journalism, this book is a dynamic resource for journalists, sociologists, politicians, students and educators of higher education, computer scientists, communications professionals, researchers, and academicians.
Publisher: IGI Global
ISBN: 1799838455
Category : Language Arts & Disciplines
Languages : en
Pages : 284
Book Description
As audiences are provided opportunities to experience the news through new technological advancements in the field, the very nature of journalism and its conventions will likely be challenged. This book offers multiple perspectives on the future of journalism by analyzing trends in technology and demographic shifts in audience composition through the next century. The book draws upon recent research and speculations by top technological firms as well as leading science fiction writers to provide a compelling portrait of how journalism may operate in next 20 to 40 years and beyond. The editors offer a groundbreaking view into the future of news consumption and how it will impact newsgathering and reception across the world. The very nature of journalism will likely be received and interpreted within unique communities through innovative and inclusive ways. This book explores the challenges ahead for journalists and media producers in the near and distant futures. Moreover, as in-world journalists have sought to inform and engage unique communities within the context of their worlds, real and virtual, issues relevant to the mainstream have been played out in virtual culture. This book offers a first glance into a mediated future from a journalistic lens. Redefining Journalism in an Age of Technological Advancements, Changing Demographics, and Social Issues investigates the impact of emerging technologies in journalism and how audiences engage with these technologies and news content in innovative ways. Identity and community are analyzed historically and culturally within the larger body of cultural and media studies. Covering topics such as audience demographics, robotics, and immersive journalism, this book is a dynamic resource for journalists, sociologists, politicians, students and educators of higher education, computer scientists, communications professionals, researchers, and academicians.
Cyborgian Images
Author: Lars C. Grabbe
Publisher: Büchner-Verlag
ISBN: 3941310666
Category : Social Science
Languages : en
Pages : 245
Book Description
One of the big myths and metaphors of the postmodern age is the Cyborg, which includes a large amount of different meanings. The Cyborg often expresses the transformation and extension of the body and exemplifies a postmodern range of technical determinism and human comprehension. In this perspective the Cyborg is no longer a concept of science fiction, technical apocalypse or cyberpunk, but more a construct that highlights the relation of modern media technologies within our every day culture; as well as the body and mind of spectators and users of these media systems. We are connected with a variety of poly-sensual media systems, and we use its potential for communication, multiplying knowledge, spatial and temporal orientation or aesthetic experience. Therefore we are a kind of Cyborgs, connected to media by complex multimodal interfaces. This volume monitors and discusses the relation of postmodern humans and media technologies and therefore refers to Cyborgs, interfaces and apparatuses within the perspective of an autonomous image science.
Publisher: Büchner-Verlag
ISBN: 3941310666
Category : Social Science
Languages : en
Pages : 245
Book Description
One of the big myths and metaphors of the postmodern age is the Cyborg, which includes a large amount of different meanings. The Cyborg often expresses the transformation and extension of the body and exemplifies a postmodern range of technical determinism and human comprehension. In this perspective the Cyborg is no longer a concept of science fiction, technical apocalypse or cyberpunk, but more a construct that highlights the relation of modern media technologies within our every day culture; as well as the body and mind of spectators and users of these media systems. We are connected with a variety of poly-sensual media systems, and we use its potential for communication, multiplying knowledge, spatial and temporal orientation or aesthetic experience. Therefore we are a kind of Cyborgs, connected to media by complex multimodal interfaces. This volume monitors and discusses the relation of postmodern humans and media technologies and therefore refers to Cyborgs, interfaces and apparatuses within the perspective of an autonomous image science.
Exploring Animal Crossing
Author: Bruce Baer Arnold
Publisher: Anthem Press
ISBN: 1839980087
Category : Law
Languages : en
Pages : 144
Book Description
Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.
Publisher: Anthem Press
ISBN: 1839980087
Category : Law
Languages : en
Pages : 144
Book Description
Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.
New Opportunities for Artistic Practice in Virtual Worlds
Author: Doyle, Denise
Publisher: IGI Global
ISBN: 1466683856
Category : Computers
Languages : en
Pages : 349
Book Description
Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.
Publisher: IGI Global
ISBN: 1466683856
Category : Computers
Languages : en
Pages : 349
Book Description
Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.
Coming of Age in Second Life
Author: Tom Boellstorff
Publisher: Princeton University Press
ISBN: 0691168342
Category : Social Science
Languages : en
Pages : 348
Book Description
Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.
Publisher: Princeton University Press
ISBN: 0691168342
Category : Social Science
Languages : en
Pages : 348
Book Description
Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.