Professional Online Game Players As New Media Workers Digital Original Edition

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Professional Online Game Players as New Media Workers, digital original edition

Author : Dal Yong Jin
Publisher : MIT Press
Page : 30 pages
File Size : 48,7 Mb
Release : 2014-01-10
Category : Computers
ISBN : 9780262316385

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Professional Online Game Players as New Media Workers, digital original edition by Dal Yong Jin Pdf

In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. This BIT examines the working conditions of professional gamers in the high-pressure world of the Korean online gaming industry.

Computer Games and New Media Cultures

Author : Johannes Fromme,Alexander Unger
Publisher : Springer Science & Business Media
Page : 694 pages
File Size : 54,5 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.

Computer Games as Professional Sport, digital original edition

Author : T. L. Taylor
Publisher : MIT Press
Page : 69 pages
File Size : 52,5 Mb
Release : 2014-01-10
Category : Games & Activities
ISBN : 9780262316408

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Computer Games as Professional Sport, digital original edition by T. L. Taylor Pdf

Competitive video and computer game play is nothing new; what is new in the world of digital gaming is the emergence of professional computer game play. This BIT explores how a form of play becomes a sport, with professional players, agents, referees, leagues, tournaments, sponsorships, and spectators.

The dark and the light side of gaming

Author : Felix Reer,Marko Siitonen,Teresa De La Hera
Publisher : Frontiers Media SA
Page : 199 pages
File Size : 43,6 Mb
Release : 2024-01-23
Category : Science
ISBN : 9782832543368

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The dark and the light side of gaming by Felix Reer,Marko Siitonen,Teresa De La Hera Pdf

Raising the Stakes

Author : T. L. Taylor
Publisher : MIT Press
Page : 333 pages
File Size : 49,5 Mb
Release : 2015-01-30
Category : Games & Activities
ISBN : 9780262527583

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Raising the Stakes by T. L. Taylor Pdf

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Video Games and Storytelling

Author : Souvik Mukherjee
Publisher : Springer
Page : 239 pages
File Size : 55,9 Mb
Release : 2015-09-15
Category : Social Science
ISBN : 9781137525055

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Video Games and Storytelling by Souvik Mukherjee Pdf

The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.

Leisure and Work in China

Author : Huimei Liu
Publisher : Taylor & Francis
Page : 283 pages
File Size : 43,9 Mb
Release : 2024-03-05
Category : Social Science
ISBN : 9781003858874

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Leisure and Work in China by Huimei Liu Pdf

This is the first book to explore the meaning and significance of leisure in Chinese society, as well as the relationship between leisure and work that reveals so much about a society’s cultural values. Exploring philosophical and theoretical concepts from a Chinese perspective, the book also presents a series of cutting-edge case studies of leisure and work life that add a new dimension to our understanding of contemporary China. Featuring the work of leading Chinese researchers, the book examines key concepts and theories in contemporary leisure studies, including workleisure relationships, free time, freedom, labour alienation, leisure alienation, the impact of technology on leisure and work, and subjective well-being and health. It also presents an important snapshot of life in contemporary China – and contemporary Leisure Studies in China – at a moment in which China’s society and economy are adjusting to a new post-COVID reality. This book is fascinating reading for anybody with an interest in leisure studies, sociology, Asian studies, and cultural studies.

The Complete Film Production Handbook

Author : Eve Light Honthaner
Publisher : CRC Press
Page : 543 pages
File Size : 50,8 Mb
Release : 2013-09-23
Category : Performing Arts
ISBN : 9781136053061

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The Complete Film Production Handbook by Eve Light Honthaner Pdf

This book is for working film/TV professionals and students alike. If you're a line producer, production manager, production supervisor, assistant director or production coordinator--the book has everything you'll need (including all the forms, contracts, releases and checklists) to set up and run a production--from finding a production office to turning over delivery elements. Even if you know what you're doing, you will be thrilled to find everything you need in one place. If you're not already working in film production, but think you'd like to be, read the book -- and then decide. If you choose to pursue this career path, you'll know what to expect, you'll be prepared, and you'll be ten steps ahead of everyone else just starting out. New topics and information in the fourth edition include: * Low-budget independent films, including documentaries and shorts * Information specific to television production and commercials * The industry's commitment to go green and how to do it * Coverage of new travel and shipping regulations * Updated information on scheduling, budgeting, deal memos, music clearances, communications, digital production, and new forms throughout

Digital Labour and Karl Marx

Author : Christian Fuchs
Publisher : Routledge
Page : 383 pages
File Size : 45,5 Mb
Release : 2014-01-03
Category : Social Science
ISBN : 9781134747139

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Digital Labour and Karl Marx by Christian Fuchs Pdf

How is labour changing in the age of computers, the Internet, and "social media" such as Facebook, Google, YouTube and Twitter? In Digital Labour and Karl Marx, Christian Fuchs attempts to answer that question, crafting a systematic critical theorisation of labour as performed in the capitalist ICT industry. Relying on a range of global case studies--from unpaid social media prosumers or Chinese hardware assemblers at Foxconn to miners in the Democratic Republic of Congo--Fuchs sheds light on the labour costs of digital media, examining the way ICT corporations exploit human labour and the impact of this exploitation on the lives, bodies, and minds of workers.

Routledge Handbook of Digital Media and Communication

Author : Leah A. Lievrouw,Brian D. Loader
Publisher : Routledge
Page : 386 pages
File Size : 53,7 Mb
Release : 2020-11-16
Category : Social Science
ISBN : 9781317205302

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Routledge Handbook of Digital Media and Communication by Leah A. Lievrouw,Brian D. Loader Pdf

What are we to make of our digital social lives and the forces that shape it? Should we feel fortunate to experience such networked connectivity? Are we privileged to have access to unimaginable amounts of information? Is it easier to work in a digital global economy? Or is our privacy and freedom under threat from digital surveillance? Our security and welfare being put at risk? Our politics undermined by hidden algorithms and misinformation? Written by a distinguished group of leading scholars from around the world, the Routledge Handbook of Digital Media and Communication provides a comprehensive, unique, and multidisciplinary exploration of this rapidly growing and vibrant field of study. The Handbook adopts a three-part structural framework for understanding the sociocultural impact of digital media: the artifacts or physical devices and systems that people use to communicate; the communicative practices in which they engage to use those devices, express themselves, and share meaning; and the organizational and institutional arrangements, structures, or formations that develop around those practices and artifacts. Comprising a series of essay-chapters on a wide range of topics, this volume crystallizes current knowledge, provides historical context, and critically articulates the challenges and implications of the emerging dominance of the network and normalization of digitally mediated relations. Issues explored include the power of algorithms, digital currency, gaming culture, surveillance, social networking, and connective mobilization. More than a reference work, this Handbook delivers a comprehensive, authoritative overview of the state of new media scholarship and its most important future directions that will shape and animate current debates.

Handbook of Research on the Impact of Fandom in Society and Consumerism

Author : Wang, Cheng Lu
Publisher : IGI Global
Page : 605 pages
File Size : 40,8 Mb
Release : 2019-10-25
Category : Business & Economics
ISBN : 9781799810490

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Handbook of Research on the Impact of Fandom in Society and Consumerism by Wang, Cheng Lu Pdf

Fans of specific sports teams, television series, and video games, to name a few, often create subcultures in which to discuss and celebrate their loyalty and enthusiasm for a particular object or person. Due to their strong emotional attachments, members of these fandoms are often quick to voluntarily invest their time, money, and energy into a related product or brand, thereby creating a group of faithful and passionate consumers that play a significant role in multiple domains of contemporary culture. The Handbook of Research on the Impact of Fandom in Society and Consumerism is an essential reference source that examines the cultural and economic effects of the fandom phenomenon through a multidisciplinary lens and shapes an understanding of the impact of fandom on brand building. Featuring coverage on a wide range of topics such as religiosity, cosplay, and event marketing, this publication is ideally designed for marketers, managers, advertisers, brand managers, consumer behavior analysts, product developers, psychologists, entertainment managers, event coordinators, political scientists, anthropologists, academicians, researchers, and students seeking current studies on the global impact of this particularly devoted community.

Society and the Internet

Author : Mark Graham,William H. Dutton
Publisher : Oxford University Press, USA
Page : 417 pages
File Size : 43,7 Mb
Release : 2014
Category : Business & Economics
ISBN : 9780199662005

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Society and the Internet by Mark Graham,William H. Dutton Pdf

By bringing together leading research that addresses some of the most significant cultural, economic, and political roles of the Internet, introduces students to a core set of readings that address this question in specific social and institutional contexts.

The Digital Era 2

Author : Jean-Pierre Chamoux
Publisher : John Wiley & Sons
Page : 176 pages
File Size : 54,7 Mb
Release : 2019-01-23
Category : Social Science
ISBN : 9781119585756

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The Digital Era 2 by Jean-Pierre Chamoux Pdf

Over 200 years, industry has mastered iron, fire, power and energy. Today, electronics shape our everyday objects with the widespread integration of chips; from computers and telephones to keys, games and white goods. Data, software and computation structure our behavior and the organization of our lives. Everything is translated into data: the digit is king. Consisting of three volumes, The Digital Era explores technical, economic and social phenomena that result from the generalization of the Internet. This second volume discusses the impact of digital technology on the evolution of market relations and the media and examines the reasons why such changes put political economy to the test.

Circulating Fear

Author : Lindsay Nelson
Publisher : Rowman & Littlefield
Page : 149 pages
File Size : 48,7 Mb
Release : 2021-10-11
Category : Performing Arts
ISBN : 9781793613684

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Circulating Fear by Lindsay Nelson Pdf

This book examines Japanese horror films released from the 2010s to present day, analyzing the function of computers, smartphones, and social media in the narratives, dissemination, and consumption of these films. Lindsay Nelson argues that the multitude of screens creates a sense of fractured reality in contemporary Japanese horror.

The Digital Role-Playing Game and Technical Communication

Author : Daniel Reardon,David Wright
Publisher : Bloomsbury Publishing USA
Page : 315 pages
File Size : 43,8 Mb
Release : 2021-04-22
Category : Games & Activities
ISBN : 9781501352553

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The Digital Role-Playing Game and Technical Communication by Daniel Reardon,David Wright Pdf

With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.