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Reconfigurations

Author: Stefanie Knauss
Publisher: Alexander Darius Ornella
ISBN: 3825807754
Size: 24.40 MB
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"From Once Upon a Time in the West to Moulin Rouge, fromGhanaian video-movies to Japanese Manga, from Christian symbolismin advertising to the mythic significance of female messiahfigures, from the relationship of the arts and theology to the role of theaudience in the meaningmaking process, the book provides a feast foranyone wanting to explore the interconnectivity of religion, mediaand society" -Robert Johnston, Fuller Theological Seminary

Death Of Virgil

Author: Hermann Broch
Publisher: Vintage
ISBN: 0307813711
Size: 69.64 MB
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It is the reign of the Emperor Augustus, and Publius Vergilius Maro, the poet of the Aeneid and Caesar's enchanter, has been summoned to the palace, where he will shortly die. Out of the last hours of Virgil's life and the final stirrings of his consciousness, the Austrian writer Hermann Broch fashioned one of the great works of twentieth-century modernism, a book that embraces an entire world and renders it with an immediacy that is at once sensual and profound. Begun while Broch was imprisoned in a German concentration camp, The Death of Virgil is part historical novel and part prose poem -- and always an intensely musical and immensely evocative meditation on the relation between life and death, the ancient and the modern. From the Trade Paperback edition.

Games Game Design Game Studies

Author: Gundolf S. Freyermuth
Publisher: transcript Verlag
ISBN: 3839429838
Size: 58.60 MB
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How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.

Medialit T Und Realit T

Author: Johannes Fromme
Publisher: Vs Verlag Fur Sozialwissenschaften
ISBN:
Size: 55.39 MB
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Niemand wird ernsthaft bestreiten, dass Medien eine sozialisierende Wirkung entfalten. Die Frage ist jedoch, wie radikal dies aufgefasst werden muss? Einerseits stehen Medien als eine Sozialisationsinstanz neben anderen. Zum anderen ist festzustellen, dass Sozialisation immer medial oder mindestens medial induziert stattfindet, dass Sozialisation also immer auch und schon mediale Sozialisation ist. Verschiedene Theorien bieten unterschiedliche Möglichkeiten, um die Frage nach der konstitutiven Kraft der Medien zu diskutieren. Im Rahmen dieser Publikation werden hierzu ausgewählte theoretische Perspektiven vorgestellt und erörtert.

Social Physics

Author: Alex Pentland
Publisher: Penguin
ISBN: 0143126334
Size: 54.34 MB
Format: PDF
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A landmark tour of the new science of "idea flow" outlines revolutionary insights into the mysteries of collective intelligence and social influence, explaining the virtually unlimited data sets of today's digital technologies and the considerable accuracy of information from social networks.

Cyberstorm

Author: Matthew Mather
Publisher: Harper Collins
ISBN: 144343227X
Size: 16.97 MB
Format: PDF, ePub, Mobi
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In this prescient thriller about an all-too-possible scenario, a man fights to keep his family alive when a cyberworld meltdown and fierce storms cut New York City off from the world. Mike Mitchell is an average New Yorker living in an apartment in Chelsea, struggling to keep his family together. When the Internet goes down, he suddenly finds himself fighting just to keep them alive. The electricity and power supplies fade in and out, and the explanations offered by the authorities are vague and untrustworthy. A string of increasingly bizarre disasters starts appearing on the world’s news networks, and a monster snowstorm hits New York City before Christmas. Mike and his close friends and family hunker down in their apartment building for safety, organizing and rationing food and water. Outside, the boundaries between lawful and criminal behaviour break down as resources become scarce. With the threat to their safety growing, Mike and his family pin their hopes on fleeing the city for the countryside. But as the world and cyberworld come crashing down, New York is suddenly cut off, turning the city into a wintry tomb where nothing is what it seems, and where no one can be trusted . . .

Play Between Worlds

Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262250543
Size: 15.13 MB
Format: PDF
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In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps -- as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer) -- including her attendance at an Everquest Fan Faire, with its blurring of online -- and offline life -- and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play -- and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space -- what happens when emergent player culture confronts the major corporation behind the game.

Immersion In The Visual Arts And Media

Author:
Publisher: Brill | Rodopi
ISBN: 9004308237
Size: 27.15 MB
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Taking an interdisciplinary approach, this volume brings together contributions by distinguished experts from different disciplinary fields for a multidimensional view on immersion in the visual arts and media.

Zero

Author: Marc Elsberg
Publisher: Doubleday UK
ISBN: 9780857525567
Size: 25.57 MB
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Welcome to Freemee They can give you confidence, power, fame and all the friends in the world. But what will they take in return? For fans of BLACK MIRROR and Dave Eggers' THE CIRCLE When a teenager is shot dead after chasing a criminal in the street, investigating journalist Cynthia Bonsant is led to the popular social media platform Freemee, a competitor to Facebook whose lifestyle app claims to give you everything you need to succeed in life. But there is someone who warns against its evils: Zero, the world's most-wanted activist, known for exposing the toxic truths behind social media giants and their pursuit of total control. As Cynthia gets closer to unravelling the evil mastermind behind the Freemee site, she herself becomes a target. But in this world of hidden cameras, data glasses and intelligent smart phones there is nowhere to hide . . .