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This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences. The boo...
This book focuses on health humanities in application. The field reflects many intellectual interests and practical applications, serving researchers, educators, students, health care practitioners, and community members wherever health and wellness and the humanities intersect. How we implement health humanities forms the core approach, and perspectives are global, including North America, Africa, Europe, and India. Emphasizing key developments in health humanities, the book’s chapters examine applications, including reproductive health policy and arts‐based research methods, black feminist approaches to health humanities pedagogy, artistic expressions of lived experience of the coronavirus, narratives of repair and re‐articulation and creativity, cultural competency in physician‐patient communication through dance, embodied dance practice as knowing and healing, interdisciplinarity and transdisciplinarity, eye tracking, ableism and disability, rethinking expertise in disability justice, disability and the Global South, coronavirus and Indian politics, visual storytelling in graphic medicine, and medical progress and racism in graphic fiction.
A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to a...
The cultural ramifications of online live streaming, including its effects on identity and power in digital spaces. Some consider live streaming—the broadcasting of video and/or audio footage live online—simply an internet fad or source of entertainment, yet it is at the center of the digital mediation of our lives. In this edited volume, Johanna Brewer, Bo Ruberg, Amanda L. L. Cullen, and Christopher J. Persaud present a broad range of essays that explore the cultural implications of live streaming, paying special attention to how it is shifting notions of identity and power in digital spaces. The diverse set of international authors included represent a variety of perspectives, from di...
Digital Business: Strategy, Management & Transformation covers all the essentials for understanding and doing business in a digital world within a single comprehensive textbook, including an introduction to the digital business environment, cutting-edge coverage of data and artificial intelligence, and an exploration of the latest digital tools and platforms and emerging and enabling technologies such as blockchain and Web 3.0. The text explores all types and scales of digital business, from small, innovative start-ups and disruptors that are ‘born digital’, to the digital transformation of traditional large-scale businesses. Readers will also learn how these businesses strategise, opera...
Spiele sind durch Produktion, Distribution und Konsumption in politische Strukturen eingebunden. Sie spiegeln nicht nur ihre Umwelt wider, sondern werden auch maßgeblich durch diese geformt. Die Beiträger*innen fragen transdisziplinär nach der Analyse solcher »Politiken des Spiels«: Innerhalb welcher rechtlichen, gesellschaftlichen und politischen Regeln findet das Spiel statt? In welchen Machtverhältnissen stehen die am Spiel beteiligten Akteur*innen? Und wie geht die Branche mit aktuellen politischen Diskursen um? Dabei betrachten sie zahlreiche Formen des Spiel(en)s in diachroner sowie synchroner Perspektive und machen deutlich: Spielen ist ein hochpolitischer Akt.
À l’heure de la révolution de l’intelligence artificielle, de GPT-4, quelle direction pourrait prendre Internet dans les années à venir ? En dressant une fresque s’étendant sur plus de soixante-dix ans des inventeurs méconnus qui ont participé à l’aventure scientifique, industrielle et humaine qui a façonné l’Internet d’aujourd’hui, Gilles Babinet ouvre des perspectives sur ce que cette révolution pourrait nous offrir dans le futur. Au fil des progrès technologiques, l’histoire d’Internet dessine le feuilleton haletant du monde contemporain. Espionnage et guerre froide, effervescence hippie et boom néoconservateur, règne des Gafam et crise climatique... Cet es...
Das kompetitive Spielen von Computerspielen (sog. eSport) hat enorm an Bedeutung gewonnen. Diese digitale Materie stellt daher nun auch Normgeber vor Herausforderungen. Das Werk nimmt sich dieser an und leitet einen deskriptiven eSport-Begriff her, der als Grundlage für taugliche Regulierung dienen kann. Im Anschluss untersucht es das bisherige staatliche eSport-Recht und kritisiert dieses im Hinblick auf die Regelungsweise, den Anwendungsbereich, die Verfassungsmäßigkeit und die Praxistauglichkeit. Im Anschluss werden verschiedene Möglichkeiten dargestellt und bewertet, wie der eSport bestmöglich in das deutsche Rechtssystem implementiert werden kann. Dies hat auch Auswirkungen auf das Sportrecht, da der eSport Fehler in diesem aufzeigt.
In the last several decades, the number of films featuring female protagonists has increased significantly. Many of these films reflect the vast cultural and sociological changes that have taken place since the early 1960s, highlighting not only a wide spectrum of female characters depicted onscreen, but the creative work of women behind the camera as well. In Reel Women: An International Directory of Contemporary Feature Films about Women, media librarian Jane Sloan has assembled an impressive list of more than 2400 films—from nearly 100 countries—that feature female protagonists. Each entry includes a brief description of the film and cites key artistic personnel, particularly female d...