Digital Culture Play And Identity

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Digital Culture, Play, and Identity

Author : Hilde Corneliussen,Jill Walker Rettberg
Publisher : MIT Press
Page : 313 pages
File Size : 40,6 Mb
Release : 2008
Category : Games & Activities
ISBN : 9780262033701

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Digital Culture, Play, and Identity by Hilde Corneliussen,Jill Walker Rettberg Pdf

"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.

Virtual Identities and Digital Culture

Author : Victoria Kannen,Aaron Langille
Publisher : Taylor & Francis
Page : 275 pages
File Size : 43,5 Mb
Release : 2023-02-28
Category : Social Science
ISBN : 9781000843088

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Virtual Identities and Digital Culture by Victoria Kannen,Aaron Langille Pdf

Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.

Digital Culture

Author : Charlie Gere
Publisher : Reaktion Books
Page : 226 pages
File Size : 43,8 Mb
Release : 2002
Category : Computers and civilization
ISBN : 1861891431

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Digital Culture by Charlie Gere Pdf

During the last twenty years, digital technology has begun to touch on almost every aspect of our lives. Nowadays most forms of mass media, television, recorded music and film are produced and even distributed digitally; and these media are beginning to converge with digital forms, such as the internet, the World Wide Web, and video games, to produce a seamless digital mediascape. At work we are surrounded by technology, whether in offices or in supermarkets and factories, where almost every aspect of planning, design, marketing, production and distribution is monitored or controlled digitally. In Digital Culture Charlie Gere articulates the degree to which our everyday lives are becoming dominated by digital technology, whether in terms of leisure, work or bureaucracy. This dominance is reflected in other areas, including the worlds of finance, technology, scientific research, media and telecommunications. Out of this situation a particular set of cultural responses has emerged, for example, in art, music, design, film, literature and elsewhere. This book offers a new perspective on digital culture by examining its development, and reveals that, despite appearances, it is neither radically new, nor ultimately technologically driven. The author traces its roots to the late 18th century, and shows how it sprang from a number of impulses, including the information needs of industrial capitalism and contemporary warfare, avant-garde artistic practice, counter-cultural experimentation, radical philosophy and sub-cultural style. It is these conditions that produced both digital technology and digital culture, and which have determined how they develop.

Play, Creativity and Digital Cultures

Author : Rebekah Willett,Muriel Robinson,Jackie Marsh
Publisher : Routledge
Page : 256 pages
File Size : 44,7 Mb
Release : 2012-08-21
Category : Education
ISBN : 9781135894474

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Play, Creativity and Digital Cultures by Rebekah Willett,Muriel Robinson,Jackie Marsh Pdf

Recent work on children's digital cultures has identified a range of literacies emerging through children's engagement with new media technologies. This edited collection focuses on children's digital cultures, specifically examining the role of play and creativity in learning with these new technologies. The chapters in this book were contributed by an international range of respected researchers, who seek to extend our understandings of children's interactions with new media, both within and outside of school. They address and provide evidence for continuing debates around the following questions: What notions of creativity are useful in our fields? How does an understanding of play inform analysis of children's engagement with digital cultures? How might school practice take account of out-of-school learning in relation to digital cultures? How can we understand children's engagements with digital technologies in commercialized spaces? Offering current research, theoretical debate and empirical studies, this intriguing text will challenge the thinking of scholars and teachers alike as it explores the evolving nature of play within the media landscape of the twenty-first century.

Understanding Digital Culture

Author : Vincent Miller
Publisher : SAGE
Page : 266 pages
File Size : 48,5 Mb
Release : 2012-08-15
Category : Social Science
ISBN : 9781446246481

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Understanding Digital Culture by Vincent Miller Pdf

"This is an outstanding book. It is one of only a few scholarly texts that successfully combine a nuanced theoretical understanding of the digital age with empirical case studies of contemporary media culture. The scope is impressive, ranging from questions of digital inequality to emergent forms of cyberpolitics." - Nick Gane, York University "Well written, very up-to-date with a good balance of examples and theory. It′s good to have all the major issues covered in one book." - Peter Millard, Portsmouth University "This is just the text I was looking for to enable first year undergraduates to develop their critical understanding of the technologies they have embedded so completely in their lives." - Chris Simpson, University College of St Mark & St John This is more than just another book on Internet studies. Tracing the pervasive influence of ′digital culture′ throughout contemporary life, this text integrates socio-economic understandings of the ′information society′ with the cultural studies approach to production, use, and consumption of digital media and multimedia. Refreshingly readable and packed with examples from profiling databases and mashups to cybersex and the truth about social networking, Understanding Digital Culture: Crosses disciplines to give a balanced account of the social, economic and cultural dimensions of the information society. Illuminates the increasing importance of mobile, wireless and converged media technologies in everyday life. Unpacks how the information society is transforming and challenging traditional notions of crime, resistance, war and protest, community, intimacy and belonging. Charts the changing cultural forms associated with new media and its consumption, including music, gaming, microblogging and online identity. Illustrates the above through a series of contemporary, in-depth case studies of digital culture. This is the perfect text for students looking for a full account of the information society, virtual cultures, sociology of the Internet and new media.

Playful Identities

Author : Michiel de Lange,Valerie Frissen,Joost Raessens,Sybille Lammes
Publisher : Unknown
Page : 0 pages
File Size : 44,7 Mb
Release : 2015
Category : Computer games
ISBN : 9089646396

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Playful Identities by Michiel de Lange,Valerie Frissen,Joost Raessens,Sybille Lammes Pdf

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.

Computer Games and New Media Cultures

Author : Johannes Fromme,Alexander Unger
Publisher : Springer Science & Business Media
Page : 712 pages
File Size : 50,8 Mb
Release : 2012-06-14
Category : Education
ISBN : 9789400727779

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Computer Games and New Media Cultures by Johannes Fromme,Alexander Unger Pdf

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

Dungeons, Dragons, and Digital Denizens

Author : Gerald A. Voorhees,Joshua Call,Katie Whitlock
Publisher : Bloomsbury Publishing USA
Page : 392 pages
File Size : 54,5 Mb
Release : 2012-02-16
Category : Social Science
ISBN : 9781441141088

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Dungeons, Dragons, and Digital Denizens by Gerald A. Voorhees,Joshua Call,Katie Whitlock Pdf

Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.

The Warcraft Civilization

Author : William Sims Bainbridge
Publisher : MIT Press
Page : 255 pages
File Size : 40,7 Mb
Release : 2012-09-21
Category : Games & Activities
ISBN : 9780262288378

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The Warcraft Civilization by William Sims Bainbridge Pdf

An exploration of the popular online role-playing game World of Warcraft as a virtual prototype of the real human future. World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. WoW is an immersive virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noted, it’s not entirely unlike today’s world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further, arguing that WoW can be seen not only as an allegory of today but also as a virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war. What makes WoW an especially good place to look for insights about Western civilization, Bainbridge says, is that it bridges past and future. It is founded on Western cultural tradition, yet aimed toward the virtual worlds we could create in times to come.

Digital Leisure, the Internet and Popular Culture

Author : Karl Spracklen
Publisher : Springer
Page : 228 pages
File Size : 41,9 Mb
Release : 2015-05-28
Category : Social Science
ISBN : 9781137405876

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Digital Leisure, the Internet and Popular Culture by Karl Spracklen Pdf

Spracklen explores the impact of the internet on leisure and leisure studies, examining the ways in which digital leisure spaces and activities have become part of everyday leisure. Covering a range of issues from social media and file-sharing to romance on the Internet, this book presents new theoretical directions for digital leisure.

Digital Culture and Society

Author : Kate Orton-Johnson
Publisher : SAGE Publications Limited
Page : 250 pages
File Size : 48,7 Mb
Release : 2024-02-23
Category : Language Arts & Disciplines
ISBN : 9781526481894

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Digital Culture and Society by Kate Orton-Johnson Pdf

This book provides a critical introduction to the ways in which digital technologies have enabled new types of interactions, experiences and collaborations across a range of platforms and media, profoundly shaping our socio-cultural landscapes. These discussions are grounded in classical sociological concepts; community, the self, gender, consumption, power and exclusion and inequality, to demonstrate the continuities that exist between sociological studies of ‘real’ world phenomena and their digital counterparts. Examining the various debates around methods in digital sociology in recent years, this book provides an accessible and engaging guide to using methodologies to study digital technology. From the moment we wake up until we go to bed, many of us constantly use digital technologies. Our mobile phones have become our maps, banks, newspapers and entertainment consoles. What′s more, they allow us to be constantly connected with the people in our lives. This book will equip you to analyse digital media in your own work. The book offers a broad guide to the various areas of our lives that are impacted by digital technology, from the virtual communities that we form on social media to the impact that digital technology has on our identity through a ′sociology of selfies′. With chapters on leisure, work, privacy and methods, this is an essential introduction for students in the areas of sociology, digital media, and cultural studies. Learning features include: - Annotated further reading in every chapter - Case studies that illustrate theory - Learning objectives and questions throughout - Historical and theoretical context in every chapter

The Johns Hopkins Guide to Digital Media

Author : Marie-Laure Ryan,Lori Emerson,Benjamin J. Robertson
Publisher : JHU Press
Page : 553 pages
File Size : 48,5 Mb
Release : 2014-04-15
Category : Literary Criticism
ISBN : 9781421412238

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The Johns Hopkins Guide to Digital Media by Marie-Laure Ryan,Lori Emerson,Benjamin J. Robertson Pdf

The first systematic, comprehensive reference covering the ideas, genres, and concepts behind digital media. The study of what is collectively labeled “New Media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.

Ready Player Two

Author : Shira Chess
Publisher : U of Minnesota Press
Page : 246 pages
File Size : 51,9 Mb
Release : 2017-10-01
Category : Games & Activities
ISBN : 9781452954998

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Ready Player Two by Shira Chess Pdf

Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Utopic Dreams and Apocalyptic Fantasies

Author : Talmadge J. Wright,David G. Embrick,Andras Lukacs
Publisher : Lexington Books
Page : 288 pages
File Size : 55,8 Mb
Release : 2010-09-25
Category : Social Science
ISBN : 9780739147023

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Utopic Dreams and Apocalyptic Fantasies by Talmadge J. Wright,David G. Embrick,Andras Lukacs Pdf

Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.

International Handbook of Internet Research

Author : Jeremy Hunsinger,Lisbeth Klastrup,Matthew Allen
Publisher : Springer Science & Business Media
Page : 622 pages
File Size : 40,8 Mb
Release : 2010-06-17
Category : Computers
ISBN : 9781402097898

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International Handbook of Internet Research by Jeremy Hunsinger,Lisbeth Klastrup,Matthew Allen Pdf

Internet research spans many disciplines. From the computer or information s- ences, through engineering, and to social sciences, humanities and the arts, almost all of our disciplines have made contributions to internet research, whether in the effort to understand the effect of the internet on their area of study, or to investigate the social and political changes related to the internet, or to design and develop so- ware and hardware for the network. The possibility and extent of contributions of internet research vary across disciplines, as do the purposes, methods, and outcomes. Even the epistemological underpinnings differ widely. The internet, then, does not have a discipline of study for itself: It is a ?eld for research (Baym, 2005), an open environment that simultaneously supports many approaches and techniques not otherwise commensurable with each other. There are, of course, some inhibitions that limit explorations in this ?eld: research ethics, disciplinary conventions, local and national norms, customs, laws, borders, and so on. Yet these limits on the int- net as a ?eld for research have not prevented the rapid expansion and exploration of the internet. After nearly two decades of research and scholarship, the limits are a positive contribution, providing bases for discussion and interrogation of the contexts of our research, making internet research better for all. These ‘limits,’ challenges that constrain the theoretically limitless space for internet research, create boundaries that give de?nition to the ?eld and provide us with a particular topography that enables research and investigation.