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This interdisciplinary collection rethinks the political economy of the digital market by asking what came before platforms and suggesting what might come after them. By unpacking the concept of ‘platform economies’ into locally embedded variations of digital markets, the book identifies what is new about contemporary platforms and what is characteristic of wider historical, social and economic currents. The diverse team of authors employ various analytical approaches, including in-depth ethnographic studies, and theoretical and analytical reconceptualizations of platforms and the industries they encompass. Tapping into current themes including the decolonisation of the internet, this book offers a timely assessment of the implications of emerging reconfigurations between technology, information, society and markets.
What's the problem in problem gaming? is a valuable contribution to the debates about young people's gaming habits and the highly contested concept of video game addiction. The chapters in the volume provide a number of perspectives on the issue, such as players' life conditions and lifestyle choices, problem gaming from a family perspective, the voices of treatment professionals, and how game design can become problematic. How problem gaming is framed is a highly relevant issue that affects policies surrounding the consumption of videogames. This anthology is a just in time contribution and an essential read for researchers in the field as well as for policymakers, social workers, clinical psychologists, teachers and others who encounter problem.
This report examines the relationship in the Nordic region between the well-being of young people and their consumption of social media. Is the growing use of social media by young people a problem for their personal well-being and their participation in non-digital communities in society? The main conclusion is that we cannot judge the consumption of social media as something unequivocally positive or negative for the well-being of young people, without relating to a number of specific conditions, which significantly nuances the picture. We must relate to who uses the social media, which media they use and how long time they spend. We must also relate to how social media is used. When we take into account the above-mentioned conditions, we find a number of effects from young people's consumption of social media, which you can read about in the report.
This book examines the evolution of digital platform economies through the lens of online gaming. Offering valuable empirical work on Valve’s ‘Steam’ platform, Thorhauge examines the architecture of this global online videogame marketplace and the way it enables new markets and economic transactions. Drawing on infrastructure, software, platform and game studies, the book interrogates the implications of these transactions, both in terms of their legality, but also in how they create new forms of immaterial labour. Shedding new light on a previously under-explored branch of the study of digital platforms, this book brings a unique economic sociology perspective into the growing literature on videogame studies.
This book reviews psychological and pedagogical theories, research reports, evidence, and practical experiences of the transformative effect that esports can have on the lives of people both young and old. Through this book, you will learn how organized esports in healthy environments transform children, young people, vulnerable young people, adults, as well as whole families and communities.
With a communication-centered framework that brings together communication studies, sociology, and political science, this book explains how people adopt and maneuver mobile technologies as tactics of contention for political mobilization in contentious moments and everyday resistance in contemporary China.
Digital technology plays a vital role in today's need for instant information access. The simplicity of acquiring and publishing online information presents new challenges in establishing and evaluating online credibility. Online Credibility and Digital Ethos: Evaluating Computer-Mediated Communication highlights important approaches to evaluating the credibility of digital sources and techniques used for various digital fields. This book brings together research in computer mediated communication along with the affects digital culture and online credibility.
Hip hop has become a major cultural force in the internet age, with people constantly creating, sharing, and discussing hip hop online, from Drake memes through viral TikTok dances to AI-generated rap. Author Steven Gamble explores this latest chapter in the life of hip hop, combining a range of research methods and existing literature with diverse case studies that will appeal to die-hard fans and digital enthusiasts alike.
A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, conventional books read on e-readers). They employ narrative, dramatic, and poetic techniques in order to explore the affordances and limitati...
The same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures.