Identity and Play in Interactive Digital Media


Book Description

This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, interactive media forms like computer or video games. .




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.




Identity Games


Book Description

An examination of the unique, hybrid media practices generated by Eastern Europe's accelerated transition from late communism to late capitalism. Eastern Europe's historically unprecedented and accelerated transition from late communism to late capitalism, coupled with media globalization, set in motion a scramble for cultural identity and a struggle over access to and control over media technologies. In Identity Games, Anikó Imre examines the corporate transformation of the postcommunist media landscape in Eastern Europe. Avoiding both uncritical techno-euphoria and nostalgic projections of a simpler, better media world under communism, Imre argues that the demise of Soviet-style regimes and the transition of postcommunist nation-states to transnational capitalism has crucial implications for understanding the relationships among nationalism, media globalization, and identity. Imre analyzes situations in which anxieties arise about the encroachment of global entertainment media and its new technologies on national culture, examining the rich aesthetic hybrids that have grown from the transitional postcommunist terrain. She investigates the gaps and continuities between the last communist and first post-communist generations in education, tourism, and children's media culture, the racial and class politics of music entertainment (including Roma Rap and Idol television talent shows), and mediated reconfigurations of gender and sexuality (including playful lesbian media activism and masculinity in "carnivalistic" post-Yugoslav film). Throughout, Imre uses the concepts of play and games as metaphorical and theoretical tools to explain the process of cultural change -- inspired in part by the increasing "ludification" of the global media environment and the emerging engagement with play across scholarly disciplines. In the vision that Imre offers, political and cultural participation are seen as games whose rules are permanently open to negotiation.




Videogames, Identity and Digital Subjectivity


Book Description

Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Contents -- List of Figures -- Acknowledgements -- 1 Digital Subjects: Videogames, Technology and Identity -- 2 Datafied Subjects: Profiling and Personal Data -- 3 Private Subjects: Secrecy, Scandal and Surveillance -- 4 Beastly Subjects: Bodies and Interfaces -- 5 Synthetic Subjects: Horror and Artificial Intelligence -- 6 Mobile Subjects: Framing Selves and Spaces -- 7 Productive Subjects: Time, Value and Gendered Feelings -- Index




New Media


Book Description




Playful Disruption of Digital Media


Book Description

This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens next? Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun. The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media. Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play.




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.




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.