Digital Culture Play and Identity

Digital Culture  Play  and Identity
Author: Hilde Corneliussen,Jill Walker Rettberg
Publsiher: MIT Press
Total Pages: 313
Release: 2008
Genre: Games & Activities
ISBN: 9780262033701

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"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." -- BOOK JACKET.

Virtual Identities and Digital Culture

Virtual Identities and Digital Culture
Author: Victoria Kannen,Aaron Langille
Publsiher: Taylor & Francis
Total Pages: 275
Release: 2023-02-28
Genre: Social Science
ISBN: 9781000843088

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Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.

Understanding Digital Culture

Understanding Digital Culture
Author: Vincent Miller
Publsiher: SAGE
Total Pages: 266
Release: 2012-08-15
Genre: Social Science
ISBN: 9781446246481

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"This is an outstanding book. It is one of only a few scholarly texts that successfully combine a nuanced theoretical understanding of the digital age with empirical case studies of contemporary media culture. The scope is impressive, ranging from questions of digital inequality to emergent forms of cyberpolitics." - Nick Gane, York University "Well written, very up-to-date with a good balance of examples and theory. It′s good to have all the major issues covered in one book." - Peter Millard, Portsmouth University "This is just the text I was looking for to enable first year undergraduates to develop their critical understanding of the technologies they have embedded so completely in their lives." - Chris Simpson, University College of St Mark & St John This is more than just another book on Internet studies. Tracing the pervasive influence of ′digital culture′ throughout contemporary life, this text integrates socio-economic understandings of the ′information society′ with the cultural studies approach to production, use, and consumption of digital media and multimedia. Refreshingly readable and packed with examples from profiling databases and mashups to cybersex and the truth about social networking, Understanding Digital Culture: Crosses disciplines to give a balanced account of the social, economic and cultural dimensions of the information society. Illuminates the increasing importance of mobile, wireless and converged media technologies in everyday life. Unpacks how the information society is transforming and challenging traditional notions of crime, resistance, war and protest, community, intimacy and belonging. Charts the changing cultural forms associated with new media and its consumption, including music, gaming, microblogging and online identity. Illustrates the above through a series of contemporary, in-depth case studies of digital culture. This is the perfect text for students looking for a full account of the information society, virtual cultures, sociology of the Internet and new media.

Playful Identities

Playful Identities
Author: Michiel de Lange,Valerie Frissen,Joost Raessens,Sybille Lammes
Publsiher: Unknown
Total Pages: 0
Release: 2015
Genre: Computer games
ISBN: 9089646396

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In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. 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.

Play Creativity and Digital Cultures

Play  Creativity and Digital Cultures
Author: Rebekah Willett,Muriel Robinson,Jackie Marsh
Publsiher: Routledge
Total Pages: 256
Release: 2012-08-21
Genre: Education
ISBN: 9781135894474

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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.

Introduction to Digital Culture

Introduction to Digital Culture
Author: Tessa Joseph Nicholas
Publsiher: Cognella Academic Publishing
Total Pages: 264
Release: 2012-07-01
Genre: Social Science
ISBN: 1609271505

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"Introduction to Digital Culture: Living and Thinking in an Information Age" brings together essays on the phenomenon of the Internet and its influence on the humans who create and use it. In a series of accessible readings, this unique anthology explores the ways in which the everyday use of digital media shapes our lives and culture. The essays examine a range of perspectives on the most relevant topics for student readers, including attention, online identity, video games and online role-play, digital-age creativity and piracy, virtuality, and cyberculture. Students are invited to analyze the ethics of online presence through readings by contemporary ethicists. The readings in Introduction to Digital Culture have proven successful in creating an engaging classroom experience and encouraging vibrant discourse among students. Each selection is supplemented with discussion questions and recommendations for further reading and research. This text will appeal to students and instructors across disciplines as a provocative introduction to the social, cultural and ethical questions provoked by life in the Information Age. Tessa Joseph-Nicholas teaches courses on digital culture and cyberculture for the Department of Computer Science at the University of North Carolina at Chapel Hill. She holds a PhD in English and Comparative Literature from UNC-Chapel Hill and an MFA in Creative Writing from Cornell University. She is co-recipient of an Innovations Grant from UNC s Institute for the Arts and Humanities, which will support two years of study, symposia, and creative collaborations on alternative and serious video games.

Theorizing Digital Cultures

Theorizing Digital Cultures
Author: Grant D. Bollmer
Publsiher: SAGE
Total Pages: 270
Release: 2018-09-03
Genre: Social Science
ISBN: 9781526453099

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The rapid development of digital technologies continues to have far reaching effects on our daily lives. This book explains how digital media—in providing the material and infrastructure for a host of practices and interactions—affect identities, bodies, social relations, artistic practices, and the environment. Theorizing Digital Cultures: Shows students the importance of theory for understanding digital cultures and presents key theories in an easy-to-understand way Considers the key topics of cybernetics, online identities, aesthetics and ecologies Explores the power relations between individuals and groups that are produced by digital technologies Enhances understanding through applied examples, including YouTube personalities, Facebook’s ‘like’ button and holographic performers Clearly structured and written in an accessible style, this is the book students need to get to grips with the key theoretical approaches in the field. It is essential reading for students and researchers of digital culture and digital society throughout the social sciences.

Computer Games and New Media Cultures

Computer Games and New Media Cultures
Author: Johannes Fromme,Alexander Unger
Publsiher: Springer Science & Business Media
Total Pages: 694
Release: 2012-06-14
Genre: Education
ISBN: 9789400727779

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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.