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Digital Media and Risk Culture in China`s Financial Markets, Mao


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Автор: Mao
Название:  Digital Media and Risk Culture in China`s Financial Markets
ISBN: 9781138895836
Издательство: Taylor&Francis
Классификация:






ISBN-10: 1138895830
Обложка/Формат: Hardback
Страницы: 152
Вес: 0.44 кг.
Дата издания: 13.12.2018
Серия: Routledge research in digital media and culture in asia
Язык: English
Размер: 161 x 236 x 11
Читательская аудитория: Undergraduate
Ключевые слова: Media studies, BUSINESS & ECONOMICS / Finance,LANGUAGE ARTS & DISCIPLINES / Communication Studies,SOCIAL SCIENCE / Media Studies
Основная тема: New Media
Ссылка на Издательство: Link
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Поставляется из: Европейский союз
Описание: This book analyzes the risk cultures in China that have emerged from the entanglement of new communication technologies and financial markets, examining the role that digital media play in Asian modernity and offering an alternative narrative to that of the West.


Alternate Reality Games and the Cusp of Digital Gameplay

Автор: Antero Garcia, Greg Niemeyer
Название: Alternate Reality Games and the Cusp of Digital Gameplay
ISBN: 1501316249 ISBN-13(EAN): 9781501316241
Издательство: Bloomsbury Academic
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Цена: 20592.00 р.
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Описание: Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.

How to Talk about Videogames

Автор: Bogost Ian
Название: How to Talk about Videogames
ISBN: 0816699127 ISBN-13(EAN): 9780816699124
Издательство: Mare Nostrum (Eurospan)
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Цена: 2502.00 р.
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Описание: Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date.Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t.Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”

Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 1474268420 ISBN-13(EAN): 9781474268424
Издательство: Bloomsbury Academic
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Цена: 6018.00 р.
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Описание: This book draws from, and is supported by, a decade of ethnographic research undertaken with videogames development companies located in Australia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.

Beyond columbine

Автор: Webber, Julie A.
Название: Beyond columbine
ISBN: 1433120410 ISBN-13(EAN): 9781433120411
Издательство: Peter Lang
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Цена: 16701.00 р.
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Описание:

***NOW IN PAPERBACK***

School violence has become our new American horror story, but it also has its roots in the way it comments on western values with respect to violence, shame, mental illness, suicide, humanity, and the virtual. Beyond Columbine: School Violence and the Virtual offers a series of readings of school shooting episodes in the United States as well as similar cases in Finland, Germany, and Norway, among others and their relatedness.

The book expands the author’s central premise from her earlier book Failure to Hold, which explores the hidden curriculum of American culture that is rooted in perceived inequality and the shame, rage, and violence that it provokes. In doing so, it goes further to explore the United States' outdated perceptual apparatus based on a reflective liberal ideology and presents a new argument about proprioception: the combined effect of a sustained lack of thought (non-cognitive) in action that is engendered by digital media and virtual culture. The present interpretation of the virtual is not limited to video games but encompasses the entire perceptual field of information sharing and media stylization (e.g., social networking, television, and branding). More specifically, American culture has immersed itself so thoroughly in a digital world that its violence and responses to violence lack reflection to the point where it confuses data with certainty. School-related violence is presented as a dramatic series of events with Columbine as its pilot episode.

Co-creating Videogames

Автор: John Banks
Название: Co-creating Videogames
ISBN: 184966496X ISBN-13(EAN): 9781849664967
Издательство: Bloomsbury Academic
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Цена: 12672.00 р.
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Описание: This book draws from, and is supported by, a decade of ethnographic research undertaken with videogames development companies located in Australia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.

Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience

Автор: Boulter Jonathan
Название: Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience
ISBN: 0814334881 ISBN-13(EAN): 9780814334881
Издательство: Mare Nostrum (Eurospan)
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Цена: 4137.00 р.
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Описание: In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic “world” of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, Bioshock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman—the games are “about” subjects whose physical and intellectual capacities are extended through machine or other prosthetic means—and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.

Digital religion, social media, and culture

Название: Digital religion, social media, and culture
ISBN: 1433114747 ISBN-13(EAN): 9781433114748
Издательство: Peter Lang
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Цена: 6039.00 р.
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Описание: Digital Religion, Social Media and Culture

Digital religion, social media, and culture

Название: Digital religion, social media, and culture
ISBN: 1433114755 ISBN-13(EAN): 9781433114755
Издательство: Peter Lang
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Цена: 20315.00 р.
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Описание: Digital Religion, Social Media and Culture

Projecting Tomorrow

Автор: Chapman James
Название: Projecting Tomorrow
ISBN: 1780764103 ISBN-13(EAN): 9781780764108
Издательство: I B Tauris
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Цена: 3431.00 р.
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Описание: Cinema and science fiction were made for each other. The science fiction genre has produced some of the most extraordinary films ever made, yet science fiction cinema is about more than just special effects. This exploration of the genre examines landmark science fiction films from the 1930s onwards.


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