Описание: Weaving the author's own lived experience with theoretical insights from the fields of game studies, psychology, and anthropology, Esport Play probes and advances current gaming topics such as addiction, skill development, and toxicity. With a focus on League of Legends – one of the flagship esports of our time – Karhulahti explicates what esport play is: documenting and identifying competitive play as a present-day means to satisfy basic human needs. Ultimately, the book presents a theory of psycholudic development that explains and organizes the development of player-play relationships that may last for years.
Автор: Holger Potzsch, Philip Hammond Название: War Games: Memory, Militarism and the Subject of Play ISBN: 1501382527 ISBN-13(EAN): 9781501382529 Издательство: Bloomsbury Academic Рейтинг: Цена: 5067.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Many of today’s most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.
This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
Описание: Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children`s lives, with profound implications for children`s culture, agency, and rights in the digital era.
Описание: As DIY digital maker culture proliferates globally, research on these practices is also maturing beyond conceptual speculation and propositional dogma. Nevertheless, particular terminologies dominate beyond their Anglo-Saxon contexts, and technocultural histories of digital making are often rendered as over-simplified technomyths and hagiographies of selected gurus. This issue brings together contributions from cultural-historical perspectives, technology and design histories and historiographies, as well as alternative histories related to postcolonial resistance. The papers give voice to hidden antecedents that play a role in maker subcultures and their social imaginaries. Alongside peer-reviewed articles, the special issue will feature an interview with Peter Harper, Centre for Alternative Technology in Wales, by Simon Sadler. The interview sheds light on the "Exhibition of People's Technology" that was displayed at the Moderna Museet during the landmark United Nations Conference on the Human Environment in Stockholm in June 1972. Very little has been published on this compelling exhibition.
Автор: Albrecht, Robert Tabone, Carmine Название: Arts and play as educational media in the digital age ISBN: 1433154269 ISBN-13(EAN): 9781433154263 Издательство: Peter Lang Рейтинг: Цена: 6514.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
The digital revolution we are now entering as educators is an unchartered sea pregnant with wondrous possibilities but laden with a minefield of unforeseen consequences. A pedagogy that overlooks or downplays the disruptive and often dangerous influence of digital media on childhood development is necessarily a very shortsighted one.
More than just highlighting our misgivings about digital media, however, this book has a purpose far more ambitious and infinitely more useful. Based upon 45 years of work with young people in Jersey City classrooms, day camps, housing projects, libraries, church basements and community centers, the authors propose a pedagogical strategy that uses hands-on experiences in the arts as a strategy to offset and counterbalance the dominance of digital media in the lives of children.
Rather than call for the elimination of digital media—clearly an impossibility even if it were desirable—the authors maintain that children need to be exposed to non-digital, non-electronic experiences that cultivate alternative ways of thinking, feeling, and being in the world. In sum, the book does not call for an end to the digital, but outlines ways in which the arts and creative forms of play help to establish a balance in the education and socialization of children as we enter more deeply into the Digital Age.
Описание: As DIY digital maker culture proliferates globally, research on these practices is also maturing. Still, particular terminologies dominate beyond their Western contexts, and technocultural histories of making are often rendered as over-simplified technomyths that render invisible diverse local practices. This special issue brings together contributions that highlight how historicising plays a role in mythmaking and the creation of social imaginaries. The peer-reviewed articles present cultural-historical perspectives, technology and design histories and historiographies, and alternative histories related to postcolonial resistance. The contributions illustrate the relevance of craft to making as a reparative practice after the Salvadoran Civil War and as a leisure activity to spark "innovation" in mid-century corporate culture; the political-economic background to the diffusion and differentiation of community workshops in contemporary Spain and post-war Germany; and the various aesthetics and politics of technology culture manifestos over the years. The issue features an interview with Peter Harper of the Alternative Technology movement by Simon Sadler, as well as an interview with Felix Holm and Sune Stassen on the antecedents of making and design in South Africa. The special issue is rounded off with six short alternative (hi)stories of DIY making including multiple practices, geographies and temporalities.
Описание: This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. It takes a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work. The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, "goldfarming", and Twitch gameplay broadcasting, amongst many others. A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as "gamification" while critical voices denounce such attempts as ideology, exploitation or simply "bullshit".
Автор: Froes, Isabel Название: Young children`s play practices with digital tablets ISBN: 1787567060 ISBN-13(EAN): 9781787567061 Издательство: Emerald Рейтинг: Цена: 4267.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The ebook version of this title is Open Access, thanks to Knowledge Unlatched funding, and is freely available to read online. This book presents how sets of tablet play characteristics shape children`s current digital playgrounds.
Автор: Cole, Sara M. Название: Identity and play in interactive digital media ISBN: 1138229008 ISBN-13(EAN): 9781138229006 Издательство: Taylor&Francis Рейтинг: Цена: 25265.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, interactive media forms like computer or video games. .
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