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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...
Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics makes the case for gameplay as a necessary, alternate method. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research. In doing so, they model new possibilities for academic players and gamers alike. Rigorous scholarship meets cultural p...
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...
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...
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 ...
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 ...
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.
The weight of constant digital connection is the default condition of working life, home life, and everyday personal life – driving us to engage more with platforms than with people, a new state of constant disconnection that we cannot escape. Overflowing email inboxes, deluges of mobile phone notifications and torrents of social media posts—the flow of communication in its abundance is today's individualized interface for interpersonal and professional practices. Communication technologies and their use are both the needle and the thread of the wider social tapestry of everyday contemporary life. This ever-changing communication environment is where the neoliberal economic policies of t...
Exploring networked technologies and bioeconomy and their links to biotechnologies, pharmacology, and pharmaceuticals Being on social media, having pornography or an internet addiction, consciousness hacking, and mundane smartness initiatives are practices embodied in a similar manner to the swallowing of a pill. Such close relations of media technologies to pharmaceuticals and pharmacology is the focus of this book. Technopharmacology is a modest call to expand media theoretical inquiry by attending to the biological, neurological, and pharmacological dimensions of media and centers on emergent affinities between big data and big pharma.
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...