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Participatory Culture In A Networked Era

Author: Henry Jenkins
Publisher: John Wiley & Sons
ISBN: 0745689434
Size: 75.44 MB
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In the last two decades, both the conception and the practice of participatory culture have been transformed by the new affordances enabled by digital, networked, and mobile technologies. This exciting new book explores that transformation by bringing together three leading figures in conversation. Jenkins, Ito and boyd examine the ways in which our personal and professional lives are shaped by experiences interacting with and around emerging media. Stressing the social and cultural contexts of participation, the authors describe the process of diversification and mainstreaming that has transformed participatory culture. They advocate a move beyond individualized personal expression and argue for an ethos of “doing it together” in addition to “doing it yourself.” Participatory Culture in a Networked Era will interest students and scholars of digital media and their impact on society and will engage readers in a broader dialogue and conversation about their own participatory practices in this digital age.

Participatory Culture In A Networked Era

Author: Henry Jenkins
Publisher: John Wiley & Sons
ISBN: 9780745660707
Size: 61.81 MB
Format: PDF, Kindle
View: 6858
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In the last two decades the conception and practice of participatory culture have been transformed by the new affordances enabled by digital, networked and mobile technologies. This exciting new book explores that transformation by bringing together three leading figures in conversation. Jenkins, Ito and boyd examine the ways in which our personal and professional lives are shaped by experiences interacting with and around emerging media. Stressing the social and cultural contexts of participation, the authors describe the process of diversification and mainstreaming that has transformed participatory culture. They advocate a move beyond individualized personal expression, and argue for an ethos of 'doing it together' in addition to 'doing it yourself' Participatory Culture in a Networked Era will interest students and scholars of digital media and their impact on society. It will engage readers in a broader dialogue and conversation about their own participatory practices in this digital age.

Participatory Culture In A Networked Era

Author: Henry Jenkins
Publisher: John Wiley & Sons
ISBN: 9780745660714
Size: 56.91 MB
Format: PDF, Kindle
View: 5085
Download and Read
In the last two decades the conception and practice of participatory culture have been transformed by the new affordances enabled by digital, networked and mobile technologies. This exciting new book explores that transformation by bringing together three leading figures in conversation. Jenkins, Ito and boyd examine the ways in which our personal and professional lives are shaped by experiences interacting with and around emerging media. Stressing the social and cultural contexts of participation, the authors describe the process of diversification and mainstreaming that has transformed participatory culture. They advocate a move beyond individualized personal expression, and argue for an ethos of 'doing it together' in addition to 'doing it yourself' Participatory Culture in a Networked Era will interest students and scholars of digital media and their impact on society. It will engage readers in a broader dialogue and conversation about their own participatory practices in this digital age.

The Participatory Cultures Handbook

Author: Aaron Alan Delwiche
Publisher: Routledge
ISBN: 0415882230
Size: 13.12 MB
Format: PDF
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How did we get from Hollywood to YouTube? What makes Wikipedia so different from a traditional encyclopedia? Has blogging dismantled journalism as we know it? Our media landscape has undergone a seismic shift as digital technology has fostered the rise of "participatory culture," in which knowledge is originated, created, distributed, and evaluated in radically new ways. The Participatory Cultures Handbook is an indispensable, interdisciplinary guide to this rapidly changing terrain. With short, accessible essays from leading geographers, political scientists, communication theorists, game designers, activists, policy makers, physicists, and poets, this volume will introduce students to the concept of participatory culture, explain how researchers approach participatory culture studies, and provide original examples of participatory culture in action. Topics include crowdsourcing, crisis mapping, grid computing, digital activism in authoritarian countries, collaborative poetry, collective intelligence, participatory budgeting, and the relationship between video games and civic engagement. Contributors include: Daren Brabham, Helen Burgess, Clay Calvert, Mia Consalvo, Kelly Czarnecki, David M. Faris, Dieter Fuchs, Owen Gallagher, Clive Goodinson, Alexander Halvais, Cynthia Hawkins, John Heaven, The Jannissary Collective, Henry Jenkins, Barry Joseph, Christopher Kelty, Pierre Lévy, Sophia B. Liu, Rolf Luehrs, Patrick Meier, Jason Mittell, Sarah Pearce, W. James Potter, Howard Rheingold, Suzanne Scott, Benjamin Stokes, Thomas Swiss, Paul Taylor, Will Venters, Jen Ziemke

Convergence Culture

Author: Henry Jenkins
Publisher: NYU Press
ISBN: 0814742955
Size: 76.57 MB
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“What the future fortunes of [Gramsci’s] writings will be, we cannot know. However, his permanence is already sufficiently sure, and justifies the historical study of his international reception. The present collection of studies is an indispensable foundation for this.” —Eric Hobsbawm, from the preface Antonio Gramsci is a giant of Marxian thought and one of the world's greatest cultural critics. Antonio A. Santucci is perhaps the world's preeminent Gramsci scholar. Monthly Review Press is proud to publish, for the first time in English, Santucci’s masterful intellectual biography of the great Sardinian scholar and revolutionary. Gramscian terms such as “civil society” and “hegemony” are much used in everyday political discourse. Santucci warns us, however, that these words have been appropriated by both radicals and conservatives for contemporary and often self-serving ends that often have nothing to do with Gramsci’s purposes in developing them. Rather what we must do, and what Santucci illustrates time and again in his dissection of Gramsci’s writings, is absorb Gramsci’s methods. These can be summed up as the suspicion of “grand explanatory schemes,” the unity of theory and practice, and a focus on the details of everyday life. With respect to the last of these, Joseph Buttigieg says in his Nota: “Gramsci did not set out to explain historical reality armed with some full-fledged concept, such as hegemony; rather, he examined the minutiae of concrete social, economic, cultural, and political relations as they are lived in by individuals in their specific historical circumstances and, gradually, he acquired an increasingly complex understanding of how hegemony operates in many diverse ways and under many aspects within the capillaries of society.” The rigor of Santucci’s examination of Gramsci’s life and work matches that of the seminal thought of the master himself. Readers will be enlightened and inspired by every page.

Spreadable Media

Author: Henry Jenkins
Publisher: NYU Press
ISBN: 1479856053
Size: 29.76 MB
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"Spreadable Media" maps fundamental changes taking place in the contemporary media environment, a space where corporations no longer tightly control media distribution. This book challenges some of the prevailing frameworks used to describe contemporary media.

Immersive Gameplay

Author: Evan Torner
Publisher: McFarland
ISBN: 0786492376
Size: 70.94 MB
Format: PDF, ePub
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This collection of all-new essays approaches the topic of immersion as a product of social and media relations. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The

Hanging Out Messing Around And Geeking Out

Author: Mizuko Ito
Publisher: MIT Press
ISBN: 0262258269
Size: 44.84 MB
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Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings -- at home, in after-school programs, and in online spaces. Integrating twenty-three case studies -- which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups -- in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.

Civic Life Online

Author: W. Lance Bennett
Publisher: MIT Press
ISBN: 0262524821
Size: 13.15 MB
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The relationship of participation in online communities to civic and political engagement.

Fandom Unbound

Author: Mizuko Ito
Publisher: Yale University Press
ISBN: 0300158645
Size: 48.33 MB
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In recent years, otaku culture has emerged as one of Japan's major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan's identity at home and abroad. In the American context, the word otaku is best translated as “geek'—an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all, as this collection shows, is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. In this collection of essays, Japanese and American scholars offer richly detailed descriptions of how this once stigmatized Japanese youth culture created its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media. By exploring the rich variety of otaku culture from multiple perspectives, this groundbreaking collection provides fascinating insights into the present and future of cultural production and distribution in the digital age.