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Computer Games And The Social Imaginary

Author: Graeme Kirkpatrick
Publisher: Polity
ISBN: 0745641105
Size: 47.85 MB
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Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.

Digital Media Ethics

Author: Charles Ess
Publisher: Polity
ISBN: 0745656056
Size: 78.43 MB
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The original edition of this accessible and interdisciplinary textbook was the first to consider the ethical issues of digital media from a global perspective, introducing ethical theories from multiple cultures. This second edition has been thoroughly updated to cover current research and scholarship, and recent developments and technological changes. It also benefits from extensively updated case-studies and pedagogical material, including examples of “watershed” events such as privacy policy developments on Facebook and Google+ in relation to ongoing changes in privacy law in the US, the EU, and Asia. New for the second edition is a section on “citizen journalism” and its implications for traditional journalistic ethics. With a significantly updated section on the “ethical toolkit,” this book also introduces students to prevailing ethical theories and illustrates how they are applied to central issues such as privacy, copyright, pornography and violence, and the ethics of cross-cultural communication online. Digital Media Ethics is student- and classroom-friendly: each topic and theory is interwoven throughout the volume with detailed sets of questions, additional resources, and suggestions for further research and writing. Together, these enable readers to foster careful reflection upon, writing about, and discussion of these issues and their possible resolutions.

The Formation Of Gaming Culture

Author: G. Kirkpatrick
Publisher: Springer
ISBN: 113730510X
Size: 45.80 MB
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This book analyses gaming magazines published in Britain in the 1980s to provide the first serious history of the bedroom coding culture that produced some of the most important video games ever played.

New Media

Author: Martin Lister
Publisher: Routledge
ISBN: 1134083823
Size: 15.65 MB
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New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies. The authors introduce a wide variety of topics including: how to define the characteristics of new media; social and political uses of new media and new communications; new media technologies, politics and globalization; everyday life and new media; theories of interactivity, simulation, the new media economy; cybernetics, cyberculture, the history of automata and artificial life. Substantially updated from the first edition to cover recent theoretical developments, approaches and significant technological developments, this is the best and by far the most comprehensive textbook available on this exciting and expanding subject. At www.newmediaintro.com you will find: additional international case studies with online references specially created You Tube videos on machines and digital photography a new ‘Virtual Camera’ case study, with links to short film examples useful links to related websites, resources and research sites further online reading links to specific arguments or discussion topics in the book links to key scholars in the field of new media.

Glas

Author: Jacques Derrida
Publisher:
ISBN: 9783770541102
Size: 39.93 MB
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Besser Als Die Wirklichkeit

Author: Jane McGonigal
Publisher: Heyne Verlag
ISBN: 364109741X
Size: 39.69 MB
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Warum Computerspiele nicht blöd, sondern schlau machen Die Menschheit spielt. Immerzu. Überall. Ununterbrochen. Über 3 Milliarden Stunden werden jede Woche weltweit mit Spielen verbracht. Und die Zahl wächst, denn immer mehr Menschen erliegen der Faszination von Computerspielen. Aber muss man deshalb klagen über Isolation und Kulturverfall? – Jane McGonigal, laut »BusinessWeek« eine der zehn wichtigsten und innovativsten Spieleentwicklerinnen der Welt, kehrt die Perspektive um und stellt die spannende Frage: Was, wenn wir die immense Kreativität, die Leidenschaft und das Engagement, das wir ins Spielen investieren, für die reale Welt nutzbar machen? Computerspiele bieten Belohnungen, Herausforderungen und Siege, die uns die reale Welt nur allzu oft vorenthält. Aber wer sagt, dass wir das Potenzial von Spielen allein zur Wirklichkeitsflucht und zu Unterhaltungszwecken nutzen müssen? Für Jane McGonigal sind Gamer hoch kompetente Problemlöser und passionierte Teamplayer. Ihre bestechende These: Nutzen wir diese enormen Ressourcen doch, um unsere sozialen, wirtschaftlichen oder medizinischen Probleme zu lösen! Ein überwältigend neuer und überzeugender Blick auf die positive Wirkung, die im Spielen steckt – eine bahnbrechende Analyse, mit der Jane McGonigal eindrucksvoll bestätigt, dass sie von der Zeitschrift »Fast Company« zu Recht unter die »100 kreativsten Menschen der Wirtschaft« gewählt wurde!

Digital Transformation And Global Society

Author: Andrei V. Chugunov
Publisher: Springer
ISBN: 3319497006
Size: 49.75 MB
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This book constitutes the refereed proceedings of the First International Conference on Digital Transformation and Global Society, DTGS 2016, held in St. Petersburg, Russia, in June 2016. The 43 revised full papers and 15 revised short papers, presented together with 3 poster papers and an invited paper were carefully reviewed and selected from 157 submissions. The papers are organized in topical sections on eSociety: New Social Media Studies; eSociety: eGovernment and eParticipation: Perspectives on ICTs in Public Administration and Democracy; eKnowledge: ICTs in Learning and Education Management; eCity: ICTs for Better Urban (Rural) Planning and Living; eHealth: ICTs in Healthcare; eScience: Big Data Complex Calculations.

Understanding Computer Game Culture

Author: Jan van Looy
Publisher:
ISBN: 9783838332130
Size: 35.42 MB
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"In recent years the banking industry has undergone a huge transformation.These transformations can be attributed to the emergence of new financial technologies. Among these new technologies, online banking can be identified as one of the main innovations playing a central role in the transformation of the banking landscape. However, though new technologies have proven to be a profitable solution for most banks in their operations, the challenges of adopting new technologies have never been more challenging. This book presents a systematic approach and a model on the adoption of new technologies with examples drawn from the banking sector. The focus is from a managerial and strategy perspective in identifying the factors that are required to prompt the adoption and successful management of a new technology." --Contratapa.

Gamestorming

Author: Dave Gray
Publisher: O'Reilly Media
ISBN: 3868992014
Size: 22.58 MB
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Viele erfolgreiche Unternehmen zeichnen sich durch große Innovationsfreudigkeit und Kreativität aus. Doch wie gelingt ihnen das? Wie entstehen überhaupt innovative Ideen? Wie löst man sich von alten Mustern, um wirklich Neues zu entwickeln? Gamestorming hat Antworten auf diese Fragen und beweist, dass man nicht hexen muss, um kreativ zu sein - sondern spielen! Die Autoren haben 80 Spiele zusammengetragen, mit denen Sie und Ihr Team es schaffen, Denkblockaden zu überwinden, besser zu kommunizieren und zu neuen Erkenntnissen zu gelangen. Aus dem Inhalt: Konflikte überwinden und das Engagement der Mitarbeiter steigern Zusammenarbeit und Kommunikation optimieren Das Verständnis von Kunden- und User-Experience verbessern Bessere Ideen entwickeln - und das schneller als je zuvor Meetings verkürzen und produktiver gestalten Komplexe Systeme und Dynamiken erkunden Die Wurzel eines Problems erkennen und einen Weg zur Lösung finden