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.
Название: A Companion to New Media Dynamics ISBN: 1444332244 ISBN-13(EAN): 9781444332247 Издательство: Wiley Рейтинг: Цена: 23910.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: As the lines have grown blurred between new and traditional media forms, there is much to learn about the dynamics surrounding the growth and adoption of new media.
Автор: Veale Kevin Название: Gaming the Dynamics of Online Harassment ISBN: 3030604098 ISBN-13(EAN): 9783030604097 Издательство: Springer Цена: 6986.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Framing these communities like ARGs highlights ways to limit their impact in the future, partly through offering people better ways to control their own safety online.The comparison also underlines the complicity of social networks in online harassment, since the communities use their designs as tools.
Автор: Golbeck Название: Online Harassment ISBN: 3319785826 ISBN-13(EAN): 9783319785820 Издательство: Springer Рейтинг: Цена: 13974.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: To address it requires understanding the forms harassment takes, how it impacts the targets, who harasses, and how technology that stands between users and social media can stop harassers and protect users.
Автор: Poland Bailey Название: Haters: Harassment, Abuse, and Violence Online ISBN: 1612347665 ISBN-13(EAN): 9781612347660 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 2502.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Cybersexism is rampant and can exact an astonishingly high cost. In some cases, the final result is suicide. Bullying, stalking, and trolling are just the beginning. Extreme examples such as GamerGate get publicized, but otherwise the online abuse of women is largely underreported. Haters combines a history of online sexism with suggestions for solutions. Using current events and the latest available research into cybersexism, Bailey Poland questions the motivations behind cybersexist activities and explores methods to reduce footprints of Internet misogyny, drawing parallels between online and offline abuse. By exploring the cases of Alyssa Funke, Rehtaeh Parsons, Audrie Pott, Zoe Quinn, Anita Sarkeesian, Brianna Wu, and others, and her personal experiences with sexism, Poland develops a compelling method of combating sexism online.
Автор: Jennifer Golbeck Название: Online Harassment ISBN: 3030087379 ISBN-13(EAN): 9783030087371 Издательство: Springer Рейтинг: Цена: 13974.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Online Harassment is one of the most serious problems in social media. To address it requires understanding the forms harassment takes, how it impacts the targets, who harasses, and how technology that stands between users and social media can stop harassers and protect users. The field of Human-Computer Interaction provides a unique set of tools to address this challenge. This book brings together experts in theory, socio-technical systems, network analysis, text analysis, and machine learning to present a broad set of analyses and applications that improve our understanding of the harassment problem and how to address it. This book tackles the problem of harassment by addressing it in three major domains. First, chapters explore how harassment manifests, including extensive analysis of the Gamer Gate incident, stylistic features of different types of harassment, how gender differences affect misogynistic harassment. Then, we look at the results of harassment, including how it drives people offline and the impacts it has on targets. Finally, we address techniques for mitigating harassment, both through automated detection and filtering and interface options that users control. Together, many branches of HCI come together to provide a comprehensive look at the phenomenon of online harassment and to advance the field toward effective human-oriented solutions.
Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.
Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.
Автор: Gray Kishonna L., Leonard David J. Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice ISBN: 0295744170 ISBN-13(EAN): 9780295744179 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 3762.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.
Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.
In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.
Автор: Kishonna L. Gray, David J. Leonard Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice ISBN: 0295744189 ISBN-13(EAN): 9780295744186 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 13794.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.
Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.
In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.
Автор: Michal E. Ptaszynski, Fumito Masui Название: Automatic Cyberbullying Detection: Emerging Research and Opportunities ISBN: 1522552499 ISBN-13(EAN): 9781522552499 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 24116.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Due to the prevalence of social network service and social media, the problem of cyberbullying has risen to the forefront as a major social issue over the last decade. Internet hate, harassment, cyberstalking, cyberbullying—these terms, which were almost unknown 10 years ago—are in the everyday lexicon of all internet users. Unfortunately, it is becoming increasingly difficult to undertake continuous surveillance of websites as new ones are appearing daily. Methods for automatic detection and mitigation for online bullying have become necessary in order to protect the online user experience.Automatic Cyberbullying Detection: Emerging Research and Opportunities provides innovative insights into online bullying and methods of early identification, mitigation, and prevention of harassing speech and activity. Explanations and reasoning for each of these applied methods are provided as well as their pros and cons when applied to the language of online bullying. Also included are some generalizations of cyberbullying as a phenomenon and how to approach the problem from a practical technology-backed point of view. The content within this publication represents the work of deep learning, language modeling, and web mining. It is designed for academicians, social media moderators, IT consultants, programmers, education administrators, researchers, and professionals and covers topics centered on identification methods and mitigation of internet hate and online harassment.
Описание: In 2017, TIME announced The Silence Breakers, individuals who set off this international movement against sexual harassment, as its Person of the Year, amplifying the #Metoo movement. The intersection of issues of gender violence and activism receives inconsistent focus from the media, policymakers and the citizens. Some rapes and sexual harassments become the focus of mainstream and social media focus, while the others are relegated to the background. To avert this inconsistency, in this book I emphasize on the interdependent association between social media networks and mainstream mass media which can strengthen anti-rape and sexual harassment activism in digitally emerging countries such as India. Across cultures and countries incidents of rape and sexual assault are similarly framed by the media, who neglect the marginalized and often partake in victim blaming. This book will help in establishing the interdependent agenda-building framework to examine media coverage of issues in the digitally emerging countries of the Global South. It will give a contextual framework to the relationship between rural subaltern anti-rape feminist activists in India and the transnational anti-rape cyberfeminism and investigate why hashtags may or may not be successful in the digitally emerging countries and identify how rape and sexual harassment incidents slip through the existing media, activism, and policy gap.
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