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Online Games Social Narratives

Author: Esther MacCallum-Stewart
Publisher: Routledge
ISBN: 1317652231
Size: 18.73 MB
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The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.

The First World War In Computer Games

Author: C. Kempshall
Publisher: Springer
ISBN: 1137491760
Size: 70.36 MB
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The First World War in Computer Games analyses the depiction of combat, the landscape of the trenches, and concepts of how the war ended through computer games. This book explores how computer games are at the forefront of new representations of the First World War.

New Media

Author: Martin Lister
Publisher: Taylor & Francis
ISBN: 0415431603
Size: 12.11 MB
Format: PDF, Kindle
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With this text, a team of authors from the University of West England provide a comprehensive overview of the culture, technologies and history of new media and assess claims that a media and technology revolution is underway.

An Introduction To New Media And Cybercultures

Author: Pramod K. Nayar
Publisher: John Wiley & Sons
ISBN: 1405181672
Size: 32.62 MB
Format: PDF
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This introduction to cybercultures provides a cutting-edge and much needed guide to the rapidly changing world of new media and communication. Considers cyberculture and new media through contemporary race, gender and sexuality studies and postcolonial theory Offers a clear analysis of some of the most complex issues in cybercultures, including identity, network societies, new geographies, and connectivity Includes discussions of gaming, social networking, geography, net-democracy, aesthetics, popular internet culture, the body, sexuality and politics Examines key questions in the political economy, racialization, gendering and governance of cyberculture

Digital Gaming Re Imagines The Middle Ages

Author: Daniel T. Kline
Publisher: Routledge
ISBN: 1136221832
Size: 74.11 MB
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Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.

The New Media And Cybercultures Anthology

Author: Pramod K. Nayar
Publisher: John Wiley & Sons
ISBN: 140518308X
Size: 13.93 MB
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Moving beyond traditional cyberculture studies paradigms in several key ways, this comprehensive collection marks the increasing convergence of cyberculture with other forms of media, and with all aspects of our lives in a digitized world. Includes essential readings for both the student and scholar of a diverse range of fields, including new and digital media, internet studies, digital arts and culture studies, network culture studies, and the information society Incorporates essays by both new and established scholars of digital cultures, including Andy Miah, Eugene Thacker, Lisa Nakamura, Chris Hables Gray, Sonia Livingstone and Espen Aarseth Created explicitly for the undergraduate student, with comprehensive introductions to each section that outline the main ideas of each essay Explores the many facets of cyberculture, and includes sections on race, politics, gender, theory, gaming, and space The perfect companion to Nayar′s Introduction to New Media and Cyberculture

Gaming Cultures And Place In Asia Pacific

Author: Larissa Hjorth
Publisher: Routledge
ISBN: 1135843163
Size: 19.20 MB
Format: PDF, ePub, Docs
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This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

Feminism Labour And Digital Media

Author: Kylie Jarrett
Publisher: Routledge
ISBN: 1317517997
Size: 32.76 MB
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There is a contradiction at the heart of digital media. We use commercial platforms to express our identity, to build community and to engage politically. At the same time, our status updates, tweets, videos, photographs and music files are free content for these sites. We are also generating an almost endless supply of user data that can be mined, re-purposed and sold to advertisers. As users of the commercial web, we are socially and creatively engaged, but also labourers, exploited by the companies that provide our communication platforms. How do we reconcile these contradictions? Feminism, Labour and Digital Media argues for using the work of Marxist feminist theorists about the role of domestic work in capitalism to explore these competing dynamics of consumer labour. It uses the concept of the Digital Housewife to outline the relationship between the work we do online and the unpaid sphere of social reproduction. It demonstrates how feminist perspectives expand our critique of consumer labour in digital media. In doing so, the Digital Housewife returns feminist inquiry from the margins and places it at the heart of critical digital media analysis.

The Politics Of Ephemeral Digital Media

Author: Sara Pesce
Publisher: Routledge
ISBN: 1317512685
Size: 40.32 MB
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In the age of "complex Tv", of social networking and massive consumption of transmedia narratives, a myriad short-lived phenomena surround films and TV programs raising questions about the endurance of a fictional world and other mediatized discourse over a long arc of time. The life of media products can change direction depending on the variability of paratextual materials and activities such as online commentaries and forums, promos and trailers, disposable merchandise and gadgets, grassroots video production, archives, and gaming. This book examines the tension between permanence and obsolescence in the production and experience of media byproducts analysing the affections and meanings they convey and uncovering the machineries of their persistence or disposal. Paratexts, which have long been considered only ancillary to a central text, interfere instead with textual politics by influencing the viewers’ fidelity (or infidelity) to a product and affecting a fictional world’s "life expectancy". Scholars in the fields of film studies, media studies, memory and cultural studies are here called to observe these byproducts' temporalities (their short form and/or long temporal extention, their nostalgic politics or future projections) and assess their increasing influence on our use of the past and present, on our temporal experience, and, consequently, on our social and political self-positioning through the media.

An Introduction To Cybercultures

Author: David Bell
Publisher: Routledge
ISBN: 113454099X
Size: 75.65 MB
Format: PDF, Mobi
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An Introduction to Cybercultures provides an accessible guide to the major forms, practices and meanings of this rapidly-growing field. From the evolution of hardware and software to the emergence of cyberpunk film and fiction, David Bell introduces readers to the key aspects of cyberculture, including email, the internet, digital imaging technologies, computer games and digital special effects. Each chapter contains `hot links' to key articles in its companion volume, The Cybercultures Reader, suggestions for further reading, and details of relevant websites. Individual chapters examine: · Cybercultures: an introduction · Storying cyberspace · Cultural Studies in cyberspace · Community and cyberculture · Identities in cyberculture · Bodies in cyberculture · Cybersubcultures · Researching cybercultures