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Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collabor...
FIight, Flight, Mimic is the first systematic study of deceptive mimicry in the context of wars. Deceptive mimicry -- the manipulation of individual or group identity -- includes passing off as a different individual, as a member of a group to which one does not belong, or, for a group, to 'sign' its action as another group. Mimicry exploits the reputation of the model it mimics to avoid capture (flight), to strike undetected at the enemy (fight), or to hide behind or besmirch the reputation of the model group ('false flag' operations). These tactics have previously been described anecdotally, mixed in with other ruses de guerre, but the authors show that mimicry is a distinct form of decept...
Timely and deeply relevant, The Young and the Digital covers a host of provocative issues—the influence of social sites like MySpace and Facebook; the growing appetite for “anytime, anywhere” media and “fast entertainment”; how online “digital gates” reinforce race and class divisions; how technology is transforming America’s classrooms—and takes a fresh look at the pivotal role technology played in the historic 2008 election. Watkins also debunks popular myths surrounding cyberpredators, Internet addiction, and social isolation.
Two thirds of global internet users are non-English speakers. Despite this, most scholarly literature on the internet and computer-mediated-communication (CMC) focuses exclusively on English. This is the first book devoted to analyzing internet related CMC in languages other than English. The volume collects 18 new articles on facets of language and internet use, all of which revolve around several central topics: writing systems, the structure and features of local languages and how they affect internet use, code switching between multiple languages, gender issues, public policy issues, and so on.
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
'This collection of legal, philosophical, economic, and cultural perspectives ultimately makes a strong case for the potential value of game environments for addressing diversity issues, but also raises important concerns regarding implementation of corporate and government policies in this sector highly recommended for anyone exploring this emerging field.' Benjamin T. Duranske, Pillsbury Winthrop Shaw Pittman LLP, US 'Videogaming is serious business. But the legal and theoretical implications of online and virtual environments are little understood. Professor Graber and Ms. Burri-Nenova have done a masterful job of bringing together several insightful articles that inform us about the busi...
Written by some of the world’s leading historians and theorists of history, Manifestos for History draws together a series of manifestos that address the question of what kinds of histories we ought to be considering and making in and for the twenty-first century. With a foreword by Joanna Bourke and an afterword by Hayden White, these manifestos – critical, innovative, reflexive, inspirational – are absolutely essential reading, not just for those embarking on the study of history, but for all those who would think seriously about ‘the nature of history’ in its present and possible future forms. This collection establishes a benchmark for all future considerations upon the discourse of history.
No Rules! Logos is a new survey series that rounds up the most innovative, radical, and out-there graphic solutions, from around the world. In each book, dyed-in-the-wool design rules are identified, and a range of examples demonstrate how to break those rules, to great effect. Each entry is featured in a number of illustrations, analysed and assessed, and includes feedback about impact and audience reaction. No Rules! Logos tackles perhaps the most venerated discipline of graphic design, the corporate identity and its logotype. Of course, in the world of No Rules! anything goes, especially with a young generation of entrepreneurs and boutique businesses needing logos and identities to grace products as diverse as vinyl toys, home-made recordings, recycled fashion, and limited-edition products from skateboards to pet accessories. The book identifies 10 key “rules” of logo design, such as “keep it simple,” “make a mark that is constant and unchanging,” and “keep to primary colors or black and white.”
Contemporary consumer society is increasingly saturated by digital technology, and the devices that deliver this are increasingly transforming consumption patterns. Social media, smartphones, mobile apps and digital retailing merge with traditional consumption spheres, supported by digital devices which further encourage consumers to communicate and influence other consumers to consume. Through a wide range of empirical studies which analyse the impact of digital devices, this volume explores the digitization of consumption and shows how consumer culture and consumption practices are fundamentally intertwined and mediated by digital devices. Exploring the development of new consumer cultures...
How entrepreneurs do what they do presents fourteen case studies of knowledge intensive entrepreneurship. The book focuses on ÔdoingÕ, in essence, what happens when entrepreneurs are engaging practically in venture creation processes. Case studies can be used as a key element in learning and understanding what really occurs, as well as for illustrating theoretical points. This insightful book provides a series of in-depth case studies of knowledge intensive entrepreneurship from different industries to elucidate relevant phenomena and topics. They focus upon the venture creation process, involving close interactions between the individual, the company, and the external eco-system and environment. The cases primarily provide a managerial perspective on the process, from the sources of ideas, through opportunities and strategies, to outcomes and interactions with external networks. This enriching book will be relevant to academics and practitioners, as well as advanced students. The suggestions for further reflections can be used as inspiration for class discussions, Master thesis projects, academic research projects or stimulating successful entrepreneurship.