Download Digital Culture, Play, and Identity PDF

Digital Culture, Play, and Identity

Author :
Publisher : MIT Press
Release Date :
ISBN : 0262033704
Pages : 304 pages
Rating : 4.0/5 (33 Download)

Download Free Digital Culture, Play, and Identity PDF by Hilde Corneliussen Full Book and published by MIT Press. This book was released on 2008 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design--as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted. The contributors examine the ways that gameworlds reflect the real world--exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character--both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors--who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies--reflect the breadth and vitality of current interest in MMOGs.Hilde G. Corneliussen and Jill Walker Rettberg are both Associate Professors of Humanistic Informatics at the University of Bergen, Norway.


Download Computer Games and New Media Cultures PDF

Computer Games and New Media Cultures

Author :
Publisher : Springer Science & Business Media
Release Date :
ISBN : 9400727771
Pages : 712 pages
Rating : 4.7/5 (727 Download)

Download Free Computer Games and New Media Cultures PDF by Johannes Fromme Full Book and published by Springer Science & Business Media. This book was released on 2012-06-14 with total page 712 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.


Download Digital Spirits in Religion and Media PDF

Digital Spirits in Religion and Media

Author :
Publisher : Routledge
Release Date :
ISBN : 1351188852
Pages : 260 pages
Rating : 4.1/5 (188 Download)

Download Free Digital Spirits in Religion and Media PDF by Alvin Eng Hui Lim Full Book and published by Routledge. This book was released on 2018-09-07 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: In many contemporary and popular forms of religious practice, digital technology and the spiritual are inseparable. Ranging from streaming broadcasts of spiritual possessions to screenings of mass prayer conferences in stadiums, spirits and divinities now have new forms in which they can materialise. By offering the notion of ‘digital spirits’, this book critically attends to the intersections of digital media and spiritual beings. It also puts forward a new performative perspective on how they interact. Taking cues from the work of Stewart Hoover and Heidi Campbell, among others, the book begins with an outline of the current debates around religion, performance and digital media. It then moves on to examine how mediality and religion, where embodied practices are carried out alongside virtual practices, work together in contemporary Asia. These case studies focus on lived religious practices in combination with various forms of media, and so help demonstrate that digital technology in particular reveals the layered processes of spirituality in practice. Gods and divinities have always relied on media to manifest, and this book is a fascinating exploration of how digital media has continued that tradition and taken it in new directions. As such, it will be of great interest to scholars of religious studies, digital media and performance studies.


Download The Warcraft Civilization PDF

The Warcraft Civilization

Author :
Publisher : MIT Press
Release Date :
ISBN : 0262288370
Pages : 256 pages
Rating : 4.2/5 (288 Download)

Download Free The Warcraft Civilization PDF by William Sims Bainbridge Full Book and published by MIT Press. This book was released on 2012-09-21 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the popular online role-playing game World of Warcraft as a virtual prototype of the real human future. World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. WoW is an immersive virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noted, it's not entirely unlike today's world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further, arguing that WoW can be seen not only as an allegory of today but also as a virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war. What makes WoW an especially good place to look for insights about Western civilization, Bainbridge says, is that it bridges past and future. It is founded on Western cultural tradition, yet aimed toward the virtual worlds we could create in times to come.


Download Dungeons, Dragons, and Digital Denizens PDF

Dungeons, Dragons, and Digital Denizens

Author :
Publisher : Bloomsbury Publishing USA
Release Date :
ISBN : 1441141081
Pages : 392 pages
Rating : 4.1/5 (141 Download)

Download Free Dungeons, Dragons, and Digital Denizens PDF by Gerald A. Voorhees Full Book and published by Bloomsbury Publishing USA. This book was released on 2012-02-16 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.


Download Play, Creativity and Digital Cultures PDF

Play, Creativity and Digital Cultures

Author :
Publisher : Routledge
Release Date :
ISBN : 1135894477
Pages : 254 pages
Rating : 4.8/5 (894 Download)

Download Free Play, Creativity and Digital Cultures PDF by Rebekah Willett Full Book and published by Routledge. This book was released on 2012-08-21 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent work on children's digital cultures has identified a range of literacies emerging through children's engagement with new media technologies. This edited collection focuses on children's digital cultures, specifically examining the role of play and creativity in learning with these new technologies. The chapters in this book were contributed by an international range of respected researchers, who seek to extend our understandings of children's interactions with new media, both within and outside of school. They address and provide evidence for continuing debates around the following questions: What notions of creativity are useful in our fields? How does an understanding of play inform analysis of children's engagement with digital cultures? How might school practice take account of out-of-school learning in relation to digital cultures? How can we understand children's engagements with digital technologies in commercialized spaces? Offering current research, theoretical debate and empirical studies, this intriguing text will challenge the thinking of scholars and teachers alike as it explores the evolving nature of play within the media landscape of the twenty-first century.


Download Digital Leisure, the Internet and Popular Culture PDF

Digital Leisure, the Internet and Popular Culture

Author :
Publisher : Springer
Release Date :
ISBN : 1137405872
Pages : 228 pages
Rating : 4.4/5 (45 Download)

Download Free Digital Leisure, the Internet and Popular Culture PDF by Karl Spracklen Full Book and published by Springer. This book was released on 2015-05-28 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: Spracklen explores the impact of the internet on leisure and leisure studies, examining the ways in which digital leisure spaces and activities have become part of everyday leisure. Covering a range of issues from social media and file-sharing to romance on the Internet, this book presents new theoretical directions for digital leisure.


Download Playful identities PDF

Playful identities

Author :
Publisher : Amsterdam University Press
Release Date :
ISBN : 9048523036
Pages : 363 pages
Rating : 4.5/5 (523 Download)

Download Free Playful identities PDF by Valerie Frissen Full Book and published by Amsterdam University Press. This book was released on 2015-02-18 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.


Download Utopic Dreams and Apocalyptic Fantasies PDF

Utopic Dreams and Apocalyptic Fantasies

Author :
Publisher : Lexington Books
Release Date :
ISBN : 0739147021
Pages : 286 pages
Rating : 4.1/5 (147 Download)

Download Free Utopic Dreams and Apocalyptic Fantasies PDF by Talmadge J. Wright Full Book and published by Lexington Books. This book was released on 2010-09-25 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.


Download The Johns Hopkins Guide to Digital Media PDF

The Johns Hopkins Guide to Digital Media

Author :
Publisher : JHU Press
Release Date :
ISBN : 1421412233
Pages : 538 pages
Rating : 4.4/5 (412 Download)

Download Free The Johns Hopkins Guide to Digital Media PDF by Marie-Laure Ryan Full Book and published by JHU Press. This book was released on 2014-04-15 with total page 538 pages. Available in PDF, EPUB and Kindle. Book excerpt: The study of what is collectively labeled “New Media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.


Download International Handbook of Internet Research PDF

International Handbook of Internet Research

Author :
Publisher : Springer Science & Business Media
Release Date :
ISBN : 1402097891
Pages : 622 pages
Rating : 4.0/5 (97 Download)

Download Free International Handbook of Internet Research PDF by Jeremy Hunsinger Full Book and published by Springer Science & Business Media. This book was released on 2010-06-17 with total page 622 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internet research spans many disciplines. From the computer or information s- ences, through engineering, and to social sciences, humanities and the arts, almost all of our disciplines have made contributions to internet research, whether in the effort to understand the effect of the internet on their area of study, or to investigate the social and political changes related to the internet, or to design and develop so- ware and hardware for the network. The possibility and extent of contributions of internet research vary across disciplines, as do the purposes, methods, and outcomes. Even the epistemological underpinnings differ widely. The internet, then, does not have a discipline of study for itself: It is a ?eld for research (Baym, 2005), an open environment that simultaneously supports many approaches and techniques not otherwise commensurable with each other. There are, of course, some inhibitions that limit explorations in this ?eld: research ethics, disciplinary conventions, local and national norms, customs, laws, borders, and so on. Yet these limits on the int- net as a ?eld for research have not prevented the rapid expansion and exploration of the internet. After nearly two decades of research and scholarship, the limits are a positive contribution, providing bases for discussion and interrogation of the contexts of our research, making internet research better for all. These ‘limits,’ challenges that constrain the theoretically limitless space for internet research, create boundaries that give de?nition to the ?eld and provide us with a particular topography that enables research and investigation.


Download Gender and Sexuality in Online Game Cultures PDF

Gender and Sexuality in Online Game Cultures

Author :
Publisher : Routledge
Release Date :
ISBN : 1136499784
Pages : 246 pages
Rating : 4.4/5 (499 Download)

Download Free Gender and Sexuality in Online Game Cultures PDF by Jenny Sundén Full Book and published by Routledge. This book was released on 2012-03-12 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.


Download The Routledge Companion to Video Game Studies PDF

The Routledge Companion to Video Game Studies

Author :
Publisher : Routledge
Release Date :
ISBN : 1136290508
Pages : 544 pages
Rating : 4.2/5 (29 Download)

Download Free The Routledge Companion to Video Game Studies PDF by Mark J.P. Wolf Full Book and published by Routledge. This book was released on 2014-01-03 with total page 544 pages. Available in PDF, EPUB and Kindle. Book excerpt: The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.


Download Videogame Cultures and the Future of Interactive Entertainment PDF

Videogame Cultures and the Future of Interactive Entertainment

Author :
Publisher : BRILL
Release Date :
ISBN : 1848880405
Pages : pages
Rating : 4.8/5 (88 Download)

Download Free Videogame Cultures and the Future of Interactive Entertainment PDF by Daniel Riha Full Book and published by BRILL. This book was released on 2020-04-14 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:


Download Online Worlds: Convergence of the Real and the Virtual PDF

Online Worlds: Convergence of the Real and the Virtual

Author :
Publisher : Springer Science & Business Media
Release Date :
ISBN : 184882825X
Pages : 318 pages
Rating : 4.8/5 (828 Download)

Download Free Online Worlds: Convergence of the Real and the Virtual PDF by William Sims Bainbridge Full Book and published by Springer Science & Business Media. This book was released on 2009-12-08 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.


Download Battlefields of Negotiation PDF

Battlefields of Negotiation

Author :
Publisher : Amsterdam University Press
Release Date :
ISBN : 9089645004
Pages : 220 pages
Rating : 4.6/5 (645 Download)

Download Free Battlefields of Negotiation PDF by Rene Glas Full Book and published by Amsterdam University Press. This book was released on 2013-01-03 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: The massively multiplayer online role-playing game 'World of Warcraft' has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames 'World of Warcraft' as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game's owners, throwing new light on complex consumer- producer relationships in the increasingly participatory but still tightly controlled media of online games.


Download Digital Gaming Re-imagines the Middle Ages PDF

Digital Gaming Re-imagines the Middle Ages

Author :
Publisher : Routledge
Release Date :
ISBN : 1136221832
Pages : 298 pages
Rating : 4.2/5 (221 Download)

Download Free Digital Gaming Re-imagines the Middle Ages PDF by Daniel T. Kline Full Book and published by Routledge. This book was released on 2013-09-11 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.