Playful Identities


Book Description

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 Frames and Social Identities


Book Description

This book is a sociolinguistic study of children s talk and how they interact with one another and their teachers in multilingual, multicultural and multiethnic schools. It is based on tape recordings and ethnographic observations of majority Greek and minority Turkish-speaking children at an Athens primary school. It offers the reader a unique look into the ways in which children draw upon their rich interactional histories and share, transform and recontextualize linguistic and other semiotic resources in circulation to construct play frames and explore, adopt, resist available as well as novel social roles and identities. Drawing on ethnographically informed approaches to discourse, the book shows the ways in which verbal phenomena such as teasing, joking, language play, music making and chanting can provide a productive locus for the study of the negotiation of social identities and roles at school. This book will be of interest to scholars, researchers and students of sociolinguistics, discourse analysis, cultural studies, and multicultural education. It will also be of interest to anthropologists and sociologists.




Asia.com


Book Description

The internet is developing quicker in Asia than in any other region of the world. This book is the first comprehensive analysis of the information society in an Asian context, and the impact of these technologies in Asia. These impacts are inevitably uneven and conditioned by issues of telecommunications infrastructure, government policies, cultural and social values, and economic realities. The combination of original research, theoretical innovation and detailed case studies make this an important book for scholars and students in Asian studies, media studies, communication studies and sociology.




Social and Cultural Aspects of Language Learning in Study Abroad


Book Description

The papers in this volume offer a sampling of contemporary efforts to update the portrayal of study abroad in the applied linguistics literature through attention to its social and cultural aspects. The volume illustrates diversification of theory and method, refinement of approaches to social interactive language use, and expansion in the range of populations and languages under scrutiny. Part I offers a topical orientation, outlining the rationale for the project. Part II presents six qualitative case studies adopting sociocultural, activity theoretical, postructuralist, or discourse analytic methodologies. The four chapters in Part III illustrate a variety of approaches and foci in research on the pragmatic capabilities of study abroad participants in relation to second language identities. The volume will be of interest to a broad audience of applied linguistics researchers, language educators, and professionals engaged in the design, oversight, and assessment of study abroad programs.




Playing War


Book Description

Explores the culture that made military shooter video games popular, and key in understanding the War on Terror No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.




Mapping the Digital: Cultures and Territories of Play


Book Description

Mappings the Digital: Cultures and Territories of Play is an interdisciplinary discussion about the state of play and the state of games in contemporary culture. This volume takes a critical look and how our cultures and territories are being renegotiated through our engagement with digital media, games, and tools. This volume argues broadly that our tangible world, and our understanding of it, are being renegotiated and remapped by the digital worlds with which we engaged. Specifically, the chapters in this volume analyse linguistic changes; unique in-game cultures and behaviours; and new methods for communicating across real and perceived boundaries, for understanding cultural experiences, and for learning through play. Drawing from the global expertise of scholars within the fields of Cultural Studies, Game Studies, Foreign Language, Science and more, this volume bridges academic boarders to assemble a cohesive and authoritative resource on digital culture and play.




Digital Leisure Cultures


Book Description

The digital turn in leisure has opened up a vast array of new opportunities to play, learn, participate and be entertained – opportunities that have transformed what we recognise as leisure. This edited collection provides a significant contribution to our changing understanding of digital leisure cultures, reflecting on the socio-historical context within which the digital age emerged, while engaging with new debates about the evolving and controversial role of digital platforms in contemporary leisure cultures. This book also demonstrates the interdisciplinary nature of studying digital leisure cultures. To make sense of how individuals and institutions use digital spaces it is necessary to draw on history, science and technology, philosophy, cultural studies, sociology and geography, as well as sport and leisure studies. This important and timely study discusses both the promise of the digital sphere as a realm of liberation, and the darker side of the internet associated with control, surveillance, exclusion and dehumanisation. Digital Leisure Cultures: Critical perspectives is fascinating reading for any student or scholar of sociology, sport and leisure studies, geography or media studies.




Interpreting Technology


Book Description

Paul Ricœur has been one of the most influential and intellectually challenging philosophers of the last century, and his work has contributed to a vast array of fields: studies of language, of history, of ethics and politics. However, he has up until recently only had a minor impact on the philosophy of technology. Interpreting Technology aims to put Ricœur’s work at the centre of contemporary philosophical thinking concerning technology. It investigates his project of critical hermeneutics for rethinking established theories of technology, the growing ethical and political impacts of technologies on the modern lifeworld, and ways of analysing global sociotechnical systems such as the Internet. Ricœur’s philosophy allows us to approach questions such as: how could narrative theory enhance our understanding of technological mediation? How can our technical practices be informed by the ethical aim of living the good life, with and for others, in just institutions? And how does the emerging global media landscape shape our sense of self, and our understanding of history? These questions are more timely than ever, considering the enormous impact technologies have on daily life in the 21st century: on how we shape ourselves with health apps, how we engage with one-another through social media, and how we act politically through digital platforms.




Ambient Play


Book Description

How mobile games are part of our day-to-day lives and the ways we interact across digital, material, and social landscapes. We often play games on our mobile devices when we have some time to kill—waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call ambient play, pervading much of our social and communicative terrain. We become digital wayfarers, moving constantly among digital, social, and social worlds. Hjorth and Richardson explore how households are transformed by media—how idiosyncratic media use can alter the spatial composition and emotional cadence of the home. They show how mobile games connect domestic forms of play with more public forms of playfulness in urban spaces, how collaborative play (both networked and face-to-face) is incorporated into private and public play, and how touchscreens and haptic play emphasize the perception of the moving body. Hjorth and Richardson invite us to think of mobile gaming as more than a “casual” distraction but as a complex cultural practice embedded into our contemporary ways of being, knowing, and communicating.




New Media


Book Description