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Social Exclusion Power And Video Game Play

Author: David G. Embrick
Publisher: Lexington Books
ISBN: 073913860X
Size: 10.65 MB
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"We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and other games shape emotion and influence social interactions between players within the game. Section two features studies that entertain questions on the marketing of race and gender stereotypes in video games and how (and if) traditional forms of social inequality are reproduced or contested in virtual realms. Finally, section three offers insight on game fans and virtual play. Specifically, the contributions in this section explore the relationship between software developers and game fans"--

Digital Keywords

Author: Benjamin Peters
Publisher: Princeton University Press
ISBN: 1400880556
Size: 33.34 MB
Format: PDF, Kindle
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In the age of search, keywords increasingly organize research, teaching, and even thought itself. Inspired by Raymond Williams's 1976 classic Keywords, the timely collection Digital Keywords gathers pointed, provocative short essays on more than two dozen keywords by leading and rising digital media scholars from the areas of anthropology, digital humanities, history, political science, philosophy, religious studies, rhetoric, science and technology studies, and sociology. Digital Keywords examines and critiques the rich lexicon animating the emerging field of digital studies. This collection broadens our understanding of how we talk about the modern world, particularly of the vocabulary at work in information technologies. Contributors scrutinize each keyword independently: for example, the recent pairing of digital and analog is separated, while classic terms such as community, culture, event, memory, and democracy are treated in light of their historical and intellectual importance. Metaphors of the cloud in cloud computing and the mirror in data mirroring combine with recent and radical uses of terms such as information, sharing, gaming, algorithm, and internet to reveal previously hidden insights into contemporary life. Bookended by a critical introduction and a list of over two hundred other digital keywords, these essays provide concise, compelling arguments about our current mediated condition. Digital Keywords delves into what language does in today's information revolution and why it matters.

Videogames Identity And Digital Subjectivity

Author: Rob Gallagher
Publisher: Routledge
ISBN: 1315390922
Size: 18.73 MB
Format: PDF, Docs
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This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.

Playing To Win

Author: Thomas P. Oates
Publisher: Indiana University Press
ISBN: 0253015057
Size: 73.39 MB
Format: PDF, Mobi
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In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

Playing With The Past

Author: Matthew Wilhelm Kapell
Publisher: Bloomsbury Publishing USA
ISBN: 1623563879
Size: 37.21 MB
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Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

Race After The Internet

Author: Lisa Nakamura
Publisher: Routledge
ISBN: 1135965749
Size: 40.63 MB
Format: PDF, Kindle
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"Digital media technologies like the Internet create and host the social networks, virtual worlds, online communities, and media texts where it was once thought that we would all be the same, anonymous users with infinite powers. Instead, the essays in Race After the Internet show us that the Internet and other computer-based technologies are complex topographies of power and privilege, made up of walled gardens, new (plat)forms of economic and technological exclusion, and both new and old styles of race as code, interaction, and image. Investigating how racialization and racism are changing in web 2.0 digital media culture, Race After the Internet contains interdisciplinary essays on the shifting terrain of racial identity and its connections to digital media, including Facebook and MySpace, YouTube and viral video, WiFi infrastructure, the One Laptop Per Child (OLPC) program, genetic ancestry testing, DNA databases in health and law enforcement, and popular online games like World of Warcraft. Ultimately, the collection broadens the definition of the "digital divide" in order to convey a more nuanced understanding of usage, meaning, participation, and production of digital media technology in light of racial inequality."--

Homo Ludens

Author: Johan Huizinga
Publisher:
ISBN: 9783499554353
Size: 15.14 MB
Format: PDF, Mobi
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Ein grundlegendes Element unserer Kultur ist das Spiel. Der Mensch ist ein Spieler - und ohne seine Lust und Fähigkeit zum Spielen hätten sich ganze Bereiche seiner Kultur nicht entwickelt: die Dichtung, das Recht, die Wissenschaft, die bildende Kunst, die Philosophie und viele andere. Johan Huizinga, der grosse holländische Historiker und Kulturphilosoph, hat in diesem Buch eine Theorie der Kultur entworfen, in der er dem Denker (homo sapiens) und dem Tätigen (homo faber) den Menschen als Spieler (homo ludens) an die Seite stellt. Ein klassischer Essay der Kulturgeschichte und Anthropologie.