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Book Digital Culture  Play  and Identity

Download or read book Digital Culture Play and Identity written by Hilde Corneliussen and published by MIT Press. This book was released on 2008 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.

Book Virtual Identities and Digital Culture

Download or read book Virtual Identities and Digital Culture written by Victoria Kannen and published by Taylor & Francis. This book was released on 2023-02-28 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Playful Identities

Download or read book Playful Identities written by Michiel de Lange and published by . This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Understanding Digital Culture

Download or read book Understanding Digital Culture written by Vincent Miller and published by SAGE. This book was released on 2012-08-15 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.

Book Introduction to Digital Culture

Download or read book Introduction to Digital Culture written by Tessa Joseph Nicholas and published by Cognella Academic Publishing. This book was released on 2012-07-01 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Introduction to Digital Culture: Living and Thinking in an Information Age" brings together essays on the phenomenon of the Internet and its influence on the humans who create and use it. In a series of accessible readings, this unique anthology explores the ways in which the everyday use of digital media shapes our lives and culture. The essays examine a range of perspectives on the most relevant topics for student readers, including attention, online identity, video games and online role-play, digital-age creativity and piracy, virtuality, and cyberculture. Students are invited to analyze the ethics of online presence through readings by contemporary ethicists. The readings in Introduction to Digital Culture have proven successful in creating an engaging classroom experience and encouraging vibrant discourse among students. Each selection is supplemented with discussion questions and recommendations for further reading and research. This text will appeal to students and instructors across disciplines as a provocative introduction to the social, cultural and ethical questions provoked by life in the Information Age. Tessa Joseph-Nicholas teaches courses on digital culture and cyberculture for the Department of Computer Science at the University of North Carolina at Chapel Hill. She holds a PhD in English and Comparative Literature from UNC-Chapel Hill and an MFA in Creative Writing from Cornell University. She is co-recipient of an Innovations Grant from UNC s Institute for the Arts and Humanities, which will support two years of study, symposia, and creative collaborations on alternative and serious video games.

Book Young People and Social Media  Contemporary Children   s Digital Culture

Download or read book Young People and Social Media Contemporary Children s Digital Culture written by Steve Gennaro and published by Vernon Press. This book was released on 2021-10-05 with total page 455 pages. Available in PDF, EPUB and Kindle. Book excerpt: ‘Young People and Social Media: Contemporary Children’s Digital Culture’ explores the practices, relationships, consequences, benefits, and outcomes of children’s experiences with, on, and through social media by bringing together a vast array of different ideas about childhood, youth, and young people’s lives. These ideas are drawn from scholars working in a variety of disciplines, and rather than just describing the social construction of childhood or an understanding of children’s lives, this collection seeks to encapsulate not only how young people exist on social media but also how their physical lives are impacted by their presence on social media. One of the aims of this volume in exploring youth interaction with social media is to unpack the structuring of digital technologies in terms of how young people access the technology to use it as a means of communication, a platform for identification, and a tool for participation in their larger social world. During longstanding and continued experience in the broad field of youth and digital culture, we have come to realize that not only is the subject matter increasing in importance at an immeasurable rate, but the amount of textbooks and/or edited collections has lagged behind considerably. There is a lack of sources that fully encapsulate the canon of texts for the discipline or the rich diversity and complexity of overlapping subject areas that create the fertile ground for studying young people’s lives and culture. The editors hope that this text will occupy some of that void and act as a catalyst for future interdisciplinary collections. ‘Young People and Social Media: Contemporary Children’s Digital Culture’ will appeal to undergraduate students studying Child and Youth Studies and—given the interdisciplinary nature of the collection— scholars, researchers and students at all levels working in anthropology, psychology, sociology, communication studies, cultural studies, media studies, education, and human rights, among others. Practitioners in these fields will also find this collection of particular interest.

Book Computer Games and New Media Cultures

Download or read book Computer Games and New Media Cultures written by Johannes Fromme and published by Springer Science & Business Media. This book was released on 2012-06-14 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Seeing Ourselves Through Technology

Download or read book Seeing Ourselves Through Technology written by Jill W. Rettberg and published by Springer. This book was released on 2014-10-02 with total page 101 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is open access under a CC BY license. Selfies, blogs and lifelogging devices help us understand ourselves, building on long histories of written, visual and quantitative modes of self-representations. This book uses examples to explore the balance between using technology to see ourselves and allowing our machines to tell us who we are.

Book Play  Creativity and Digital Cultures

Download or read book Play Creativity and Digital Cultures written by Rebekah Willett and published by Routledge. This book was released on 2012-08-21 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Dungeons  Dragons  and Digital Denizens

Download or read book Dungeons Dragons and Digital Denizens written by Gerald A. Voorhees and published by Bloomsbury Publishing USA. This book was released on 2012-02-16 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Life on the Screen

    Book Details:
  • Author : Sherry Turkle
  • Publisher : Simon and Schuster
  • Release : 2011-04-26
  • ISBN : 1439127115
  • Pages : 358 pages

Download or read book Life on the Screen written by Sherry Turkle and published by Simon and Schuster. This book was released on 2011-04-26 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: Life on the Screen is a book not about computers, but about people and how computers are causing us to reevaluate our identities in the age of the Internet. We are using life on the screen to engage in new ways of thinking about evolution, relationships, politics, sex, and the self. Life on the Screen traces a set of boundary negotiations, telling the story of the changing impact of the computer on our psychological lives and our evolving ideas about minds, bodies, and machines. What is emerging, Turkle says, is a new sense of identity—as decentered and multiple. She describes trends in computer design, in artificial intelligence, and in people’s experiences of virtual environments that confirm a dramatic shift in our notions of self, other, machine, and world. The computer emerges as an object that brings postmodernism down to earth.

Book The Warcraft Civilization

Download or read book The Warcraft Civilization written by William Sims Bainbridge and published by MIT Press. This book was released on 2012-09-21 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Digital Leisure  the Internet and Popular Culture

Download or read book Digital Leisure the Internet and Popular Culture written by Karl Spracklen and published by Springer. This book was released on 2015-05-28 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Digital Culture and Society

Download or read book Digital Culture and Society written by Kate Orton-Johnson and published by SAGE Publications Limited. This book was released on 2024-02-23 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Book The Johns Hopkins Guide to Digital Media

Download or read book The Johns Hopkins Guide to Digital Media written by Marie-Laure Ryan and published by JHU Press. This book was released on 2014-04-15 with total page 553 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book International Handbook of Internet Research

Download or read book International Handbook of Internet Research written by Jeremy Hunsinger and published by Springer Science & Business Media. This book was released on 2010-06-17 with total page 626 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Utopic Dreams and Apocalyptic Fantasies

Download or read book Utopic Dreams and Apocalyptic Fantasies written by Talmadge J. Wright and published by Lexington Books. This book was released on 2010-09-25 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Few books have attempted to contextualize the importance of video game play with a critical social, cultural and political perspective that raises the question of the significance of work, pleasure, fantasy and play in the modern world. The study of why video game play is 'fun' has often been relegated to psychology, or the disciplines of cultural anthropology, literary and media studies, communications and other assorted humanistic and social science disciplines. In Utopic Dreams and Apocalyptic Fantasies, Talmadge Wright, David Embrick and Andras Lukacs invites us to move further and consider questions on appropriate methods of researching games, understanding the carnival quality of modern life, the role of marketing in altering game narratives, and the role of fantasy and desire in modern video game play. Embracing an approach that combines a cultural and/or critical studies approach with a sociological understanding of this new media moves the debate beyond simple media effects, moral panics, and industry boosterism to one of asking critical questions, what does modern video game play 'mean,' what questions should we be asking, and what can sociological research contribute to answering these questions. This collection includes works which use textual analysis, audience based research, symbolic interactionism, as well as political economic and psychoanalytic perspectives to illuminate areas of inquiry that preserves the pleasure of modern play while asking tough questions about what such pleasure means in a world divided by political, economic, cultural and social inequalities.