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Enacting Platforms
  • Language: en
  • Pages: 245

Enacting Platforms

  • Type: Book
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  • Published: 2024-07-02
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  • Publisher: MIT Press

An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how ...

Reckoning with Social Media
  • Language: en
  • Pages: 251

Reckoning with Social Media

Once celebrated for connecting people and circulating ideas, social media are facing mounting criticisms about their anticompetitive reach, addictive design, and toxicity to democracy. Known cumulatively as the “techlash,” journalists, users, and politicians are asking social media platforms to account for being too big, too engaging, and too unruly. In the age of the techlash, strategies to regulate how platforms operate technically, economically, and legally, are often stacked against individual tactics to manage the effects of social media by disconnecting from them. These disconnection practices—from restricting screen time and detoxing from device use to deleting apps and accounts...

The Paradox of Connection
  • Language: en
  • Pages: 210

The Paradox of Connection

Using a framework of online connection and disconnection, The Paradox of Connection examines how journalists’ practices are formed, negotiated, and maintained in dynamic social media environments. The interactions of journalists with the technological, social, and cultural features of online and social media environments have shaped new values and competencies--and the combination of these factors influence online work practices. Merging case studies with analysis, the authors show how the tactics of online connection and disconnection interact with the complex realities of working in today’s media environments. The result is an insightful portrait of fast-changing journalistic practices and their implications for both audiences and professional identities and norms.

Interactive Storytelling
  • Language: en
  • Pages: 546

Interactive Storytelling

This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.

Playful Pedagogy in the Pandemic
  • Language: en
  • Pages: 133

Playful Pedagogy in the Pandemic

Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with ed...

The Videogame Industry Does Not Exist
  • Language: en
  • Pages: 267

The Videogame Industry Does Not Exist

  • Type: Book
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  • Published: 2023-04-18
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  • Publisher: MIT Press

The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how...

Overcoming the Exploitation of Passion in Videogame Labor
  • Language: en
  • Pages: 165

Overcoming the Exploitation of Passion in Videogame Labor

Overcoming the Exploitation of Passion in Videogame Labor: Playing with Passion examines the intersection of passion, precarity, and collocation to pinpoint where and how interventions can be made towards better working conditions. Jackson contends that videogames and passion are inextricably linked and explores this intrinsic link where passion is expected and valorized, be it in the context of play, work, or culture. Passion, Jackson argues, is the connective tissue that sews together the shared experiences that people all over the world will undertake through videogames, including winning close matches, experiencing new worlds, and forging new friendships. This book interrogates the outco...

Who Got the Camera?
  • Language: en
  • Pages: 358

Who Got the Camera?

Reality first appeared in the late 1980s—in the sense not of real life but rather of the TV entertainment genre inaugurated by shows such as Cops and America’s Most Wanted; the daytime gabfests of Geraldo, Oprah, and Donahue; and the tabloid news of A Current Affair. In a bracing work of cultural criticism, Eric Harvey argues that reality TV emerged in dialog with another kind of entertainment that served as its foil while borrowing its techniques: gangsta rap. Or, as legendary performers Ice Cube and Ice-T called it, “reality rap.” Reality rap and reality TV were components of a cultural revolution that redefined popular entertainment as a truth-telling medium. Reality entertainment...

Media Materialities
  • Language: en
  • Pages: 425

Media Materialities

Provides new perspectives on the increasingly complex relationships between media forms and formats, materiality, and meaning. Drawing on a range of qualitative methodologies, our consideration of the materiality of media is structured around three overarching concepts: form – the physical qualities of objects and the meanings which extend from them; format – objects considered in relation to the protocols which govern their use, and the meanings and practices which stem from them; and ephemeral meaning – the ways in which media artefacts are captured, transformed, and redefined through changing social, cultural, and technological values. Each section includes empirical chapters which ...

Forests and Fences
  • Language: en
  • Pages: 261

Forests and Fences

  • Categories: Art

This book examines critical themes in environmental studies though theatre and performance studies. It experiments with forms along with the practice of praxis to provide radical frameworks for resilience in the contemporary age of crisis. Drawing on Ravi Sundaram’s concept of “Wild Zones”, it explores the kinetic overflows in informal sites, but also in the intimate spaces that have been realigned or shocked or fenced in, especially in the context of the COVID-19 pandemic. This volume will be of great interest to scholars and researchers of theatre and performance studies, environment and sustainability, and environmental humanities.