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".
Описание: Culture is one of the most important elements for explaining individuals' behaviors within the social structure. It meets the various social needs of members of a society by directing how individuals must react to various events and how to act in specific circumstances. A planned and systematic process is required for disseminating this cultural accumulation as a policy, which is produced collectively by all members within their everyday life practices.The Handbook of Research on Examining Cultural Policies Through Digital Communication provides emerging research on this aspect of cultural policy, which is formed within the framework of this systematic process in a strategic manner and can be defined as various activities of the state intended for art, human sciences, and cultural inheritance. Creating such cultural policies involves the establishment of measures and organizations required for the development of each individual, providing economic and social facilities, all of which are actions intended for directing society. Featuring coverage on a broad range of topics such as long-distance education, digital citizenship, and public diplomacy, this book is ideally designed for academicians, researchers, advanced-level students, sociologists, international and national organizations, and government officials.
Название: Gamer Trouble: Feminist Confrontations in Digital Culture ISBN: 1479870102 ISBN-13(EAN): 9781479870103 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 11161.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Complicating perspectives on diversity in video games
Gamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems.
By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.
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: 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.
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.
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.
Описание: Capturing personal data in exchange for free services is now ubiquitous in networked media and recently led to diagnoses of surveillance and platform capitalism. In social media discourse, dataveillance and data mining have been criticized as new forms of digital work and capitalist exploitation for some time. From social photos, selfies and image communities on the internet to connected viewing and streaming, and video conferencing during the Corona pandemic - the digital image is not only predominantly networked but also accessed through platforms and structured by their economic imperatives, data acquisition techniques and algorithmic processing. In this issue, the contributors show how participation and commodification are closely linked in the production, circulation, consumption and operativity of images and visual communication, raising the question of the role networked images play for and within the proliferating surveillance capitalism.
Автор: Kristin Ann Hass Название: Being Human during COVID ISBN: 0472038788 ISBN-13(EAN): 9780472038787 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 4435.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Documents the first year of the pandemic in real time, bringing together humanities scholars from the University of Michigan to address what it feels like to be human during the COVID-19 crisis.
Автор: Powers Devon Название: On Trend: The Business of Forecasting the Future ISBN: 0252084691 ISBN-13(EAN): 9780252084690 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 2502.00 р. Наличие на складе: Нет в наличии.
Описание:
Trends have become a commodity—an element of culture in their own right and the very currency of our cultural life. Consumer culture relies on a new class of professionals who explain trends, predict trends, and in profound ways even manufacture trends. On Trend delves into one of the most powerful forces in global consumer culture. From forecasting to cool hunting to design thinking, the work done by trend professionals influences how we live, work, play, shop, and learn. Devon Powers' provocative insights open up how the business of the future kindles exciting opportunity even as its practices raise questions about an economy increasingly built on nonstop disruption and innovation. Merging industry history with vivid portraits of today's trend visionaries, Powers reveals how trends took over, what it means for cultural change, and the price all of us pay to see—and live—the future.
Автор: Zhao Название: Digital China`s Informal Circuits ISBN: 1138737100 ISBN-13(EAN): 9781138737105 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The book provides a vivid account of the ongoing digital transformation in China. It discusses how digital platforms navigate formal and informal boundaries at operational and discursive levels; how different users are integral to the formal/informal interface; and how state and non-state actors intervene in governing formal/informal dynamics.
Название: Gamer Trouble: Feminist Confrontations in Digital Culture ISBN: 1479834920 ISBN-13(EAN): 9781479834921 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 3637.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Complicating perspectives on diversity in video games
Gamers have been troublemakers as long as games have existed. As our popular understanding of "gamer" shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. In Gamer Trouble, Amanda Phillips excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that difference gets baked into its technological, ludic, ideological, and social systems.
By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal and Mass Effect, Phillips adds essential analytical tools to our conversations about video games. She embraces the trouble that attends disciplinary crossroads, linking the violent hate speech of trolls and the representational practices marginalizing people of color, women, and queers in entertainment media to the dehumanizing logic undergirding computation and the optimization strategies of gameplay. From the microcosmic level of electricity and flicks of a thumb to the grand stages of identity politics and global capitalism, wherever gamers find themselves, gamer trouble follows. As reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.
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