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Digital Culture & Society (Dcs): Vol. 7, Issue 1/2021 - Laborious Play and Playful Work II, Wenz Karin, Fuchs Mathias, Abend Pablo


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Автор: Wenz Karin, Fuchs Mathias, Abend Pablo
Название:  Digital Culture & Society (Dcs): Vol. 7, Issue 1/2021 - Laborious Play and Playful Work II
ISBN: 9783837653878
Издательство: Gazelle Book Services
Издательство: Transcript Publishing
Классификация:
ISBN-10: 3837653870
Обложка/Формат: Paperback
Страницы: 166
Вес: 0.27 кг.
Дата издания: 15.03.2022
Серия: Digital culture & society (col)
Язык: English
Размер: 148 x 223 x 20
Читательская аудитория: Professional & vocational
Ключевые слова: Media studies
Подзаголовок: Vol. 7, issue 1/2021 - laborious play and playful work ii
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Поставляется из: США
Описание: This double issue of Digital Culture & Society addresses the dialectics of play and labour, taking a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives. After the first issue explored the notion of laborious play, this second one studies the concept of playful work. The contributions feature critical inquiries into various phenomena of playful work - ranging from interfaces of play and work in the BDSM subculture over labour in digital gaming to high frequency trading. Alongside the articles, the issue features an interview with Fred Turner, Chair of the Department of Communication at Stanford University. He talks about the Bauhaus in the US, countercultural cybernetics, technology and consciousness, and work in the Silicon Valley.


Digital Culture & Society (Dcs) Vol. 5, Issue 2 (2019): Laborious Play and Playful Work I

Автор: Abend Pablo, Fizek Sonia, Fuchs Mathias
Название: Digital Culture & Society (Dcs) Vol. 5, Issue 2 (2019): Laborious Play and Playful Work I
ISBN: 3837644790 ISBN-13(EAN): 9783837644791
Издательство: Gazelle Book Services
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Цена: 7291.00 р.
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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".

Digital Culture & Society (Dcs) Vol. 6, Issue 2 (2020): Laborious Play and Playful Work II

Автор: Abend Pablo, Fizek Sonia, Fuchs Mathias
Название: Digital Culture & Society (Dcs) Vol. 6, Issue 2 (2020): Laborious Play and Playful Work II
ISBN: 3837649555 ISBN-13(EAN): 9783837649550
Издательство: Gazelle Book Services
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Цена: 7291.00 р.
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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.

Digital Culture & Society (Dcs): Vol. 6, Issue 2/2020 - Laborious Play and Playful Work II

Автор: Wenz Karin, Fuchs Mathias, Abend Pablo
Название: Digital Culture & Society (Dcs): Vol. 6, Issue 2/2020 - Laborious Play and Playful Work II
ISBN: 3837649563 ISBN-13(EAN): 9783837649567
Издательство: Gazelle Book Services
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Цена: 4828.00 р.
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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.

Digital Culture & Society (Dcs) Vol. 5, Issue 1/2019: Inequalities and Divides in Digital Cultures

Автор: Richterich Annika, Wenz Karin, Fuchs Mathias
Название: Digital Culture & Society (Dcs) Vol. 5, Issue 1/2019: Inequalities and Divides in Digital Cultures
ISBN: 3837644782 ISBN-13(EAN): 9783837644784
Издательство: Gazelle Book Services
Цена: 7291.00 р.
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Описание: Digital Culture & Society is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for inquiries into digital media theory, methodologies, and socio-technological developments. This issue presents empirical studies as well as theoretical and methodological reflections on inequalities and divides in digital cultures. From various (inter-)disciplinary perspectives, the authors examine three main themes--inequality of access, inequality by design and discursive divides, and inequality by algorithms--while suggesting ways for research to move beyond these.

Playful Visions: Optical Toys and the Emergence of Children`s Media Culture

Автор: Bak Meredith A.
Название: Playful Visions: Optical Toys and the Emergence of Children`s Media Culture
ISBN: 0262538717 ISBN-13(EAN): 9780262538718
Издательство: MIT Press
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Цена: 5079.00 р.
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Описание: The kaleidoscope, the stereoscope, and other nineteenth-century optical toys analyzed as "new media" of their era, provoking anxieties similar to our own about children and screens.

In the nineteenth century, the kaleidoscope, the thaumatrope, the zoetrope, the stereoscope, and other optical toys were standard accessories of a middle-class childhood, used both at home and at school. In Playful Visions, Meredith Bak argues that the optical toys of the nineteenth century were the "new media" of their era, teaching children to be discerning consumers of media--and also provoking anxieties similar to contemporary worries about children's screen time. Bak shows that optical toys--which produced visual effects ranging from a moving image to the illusion of depth--established and reinforced a new understanding of vision as an interpretive process. At the same time, the expansion of the middle class as well as education and labor reforms contributed to a new notion of childhood as a time of innocence and play. Modern media culture and the emergence of modern Western childhood are thus deeply interconnected.

Drawing on extensive archival research, Bak discusses, among other things, the circulation of optical toys, and the wide visibility gained by their appearance as printed templates and textual descriptions in periodicals; expanding conceptions of literacy, which came to include visual acuity; and how optical play allowed children to exercise a sense of visual mastery. She examines optical toys alongside related visual technologies including chromolithography--which inspired both chromatic delight and chromophobia. Finally, considering the contemporary use of optical toys in advertising, education, and art, Bak analyzes the endurance of nineteenth-century visual paradigms.

Playful Disruption of Digital Media

Автор: Daniel Cermak-Sassenrath
Название: Playful Disruption of Digital Media
ISBN: 981133823X ISBN-13(EAN): 9789811338236
Издательство: Springer
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Цена: 12577.00 р.
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Описание:

This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens next? Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun.
The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media.
Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play.
Playful Disruption of Digital Media

Автор: Daniel Cermak-Sassenrath
Название: Playful Disruption of Digital Media
ISBN: 9811018898 ISBN-13(EAN): 9789811018893
Издательство: Springer
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Цена: 12577.00 р.
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Описание: Introduction: The subversive nature of play/games.- Part I Play, learning and reflection.- Questions Over Answers: Reflective Game Design.- The Phylogeny of Play.- Bodies in Play: Shifting between the virtual and physical body as a play element.- Blending & Blurring: Experiences with a Political Art Game.- Part II System, society, empowerment.- Destabilizing playgrounds: Cartographical interfaces, mutability, risk and play.- The State of Play: Exploring Technological Materiality in e-Textiles through Expert and Maker Cultures.- Case study: Shoot Me Now(TM), an international mobile live collaboration.- Creativity in Productive Play.- Part III Mis-use, struggle, control.- Playing the Arts - Subverting the Data.- Little Big Learning: Playful (mis)use of user-created content.- Part IV Place, reality, meaning.- Playful Subversion and Transformative Disruption.- Makin' Cake - Provocation, Self-Confrontation and the Opacity of Play.- Playing on the Edge


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