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Gender and Digital Culture
  • Language: en
  • Pages: 257

Gender and Digital Culture

  • Type: Book
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  • Published: 2018-07-27
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  • Publisher: Routledge

Gender and Digital Culture offers a unique contribution to the theoretical and methodological understandings of digital technology as inherently gendered and classed. The silences within, through and from the systems we experience every day, create inequalities that are deeply affective and constitute very real forms of algorithmic vulnerability. The book explores these lived and mundane algorithmic vulnerabilities across three interrelated research projects. These focus on recent digital phenomena including sexting, selfies and wearables, and particular decision-making systems used in health, education and social services. Central to this book are the themes of irreconcilability and the dat...

Ethnographies of the Videogame
  • Language: en
  • Pages: 232

Ethnographies of the Videogame

Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, ...

Social Exclusion, Power, and Video Game Play
  • Language: en
  • Pages: 284

Social Exclusion, Power, and Video Game Play

While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military, and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural, and political environment that raises the question of the significance of work, play, power, and inequalities in the modern world. Studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers, or even social media; how social exclusion (based on race, class, or gender) in the virtual environment is reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices, and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope of drawing attention to the need for more studies that are both sociological and critical.

Youth Cultures in the Age of Global Media
  • Language: en
  • Pages: 178

Youth Cultures in the Age of Global Media

  • Type: Book
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  • Published: 2014-02-06
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  • Publisher: Springer

This book explores the impact of globalisation and new technologies on youth cultures around the world, from the Birmingham School to the youthscapes of South Korea. In a timely reappraisal of youth cultures in contemporary times, this collection profiles the best of new research in youth studies written by leading scholars in the field.

Online Games, Social Narratives
  • Language: en
  • Pages: 209

Online Games, Social Narratives

  • Type: Book
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  • Published: 2014-06-13
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  • Publisher: Routledge

The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.

Player and Avatar
  • Language: en
  • Pages: 239

Player and Avatar

  • Type: Book
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  • Published: 2017-06-19
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  • Publisher: McFarland

Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."

Curating Digital Lives
  • Language: en
  • Pages: 239

Curating Digital Lives

Within a digital context in contemporary consumer societies, Curating Digital Lives: Consumer Cultures, Digital Platforms, and Everyday Practices draws on practice theories to explore Chinese urban residents’ lived experiences of digital platforms in their ordinary lives, mapping digital geographies of consumption at micro scales. Using the conception of “curation,” this book teases out the engagements of different types of digital platforms and devices within daily practices to understand the connections between local cultures and the global development of digital technologies. The empirical discussions in this book address how urban residents curate their digital geographies of consu...

Caring in Times of Precarity
  • Language: en
  • Pages: 347

Caring in Times of Precarity

  • Type: Book
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  • Published: 2018-12-14
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  • Publisher: Springer

Caring in Times of Precarity draws together two key cultural observations: the increase in those living a single life, and the growing attraction of creative careers. Straddling this historical juncture, the book focuses on one particular group of ‘precariat’: single women in Shanghai in various forms of creative (self-)employment. While negotiating their share of the uncanny creative work ethos, these women also find themselves interpellated as shengnü (‘left-over women’) in a society configured by a mix of Confucian values, heterosexual ideals, and global images of womanhood. Following these women’s professional, social and intimate lives, the book refuses to see their singlehoo...

The Performance of Video Games
  • Language: en
  • Pages: 231

The Performance of Video Games

  • Type: Book
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  • Published: 2022-10-27
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  • Publisher: McFarland

When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.

A Companion to Popular Culture
  • Language: en
  • Pages: 608

A Companion to Popular Culture

A Companion to Popular Culture is a landmark survey of contemporary research in popular culture studies that offers a comprehensive and engaging introduction to the field. Includes over two dozen essays covering the spectrum of popular culture studies from food to folklore and from TV to technology Features contributions from established and up-and-coming scholars from a range of disciplines Offers a detailed history of the study of popular culture Balances new perspectives on the politics of culture with in-depth analysis of topics at the forefront of popular culture studies