Second Life, Media, and the Other Society


Book Description

This book examines the convergence of media in the largest residential virtual community to date in the gaming world: Second Life. This user content-driven platform has brought media makers and audiences together in interactive environments where news, entertainment, and art have become programming for virtual media networks with implications for traditional mainstream programming and distribution. New media moguls are emerging from Second Life and expanding to the larger Metaverse. This book explores media's role in reporting and reflecting the social, political, and economic issues within Second Life and beyond, and includes more than a dozen interviews of active Second Life residents.




Coming of Age in Second Life


Book Description

Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Life shows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself. Now with a new preface in which the author places his book in light of the most recent transformations in online culture, Coming of Age in Second Life remains the classic ethnography of virtual worlds.




The SAGE International Encyclopedia of Mass Media and Society


Book Description

The reference will discuss mass media around the world in their varied forms—newspapers, magazines, radio, television, film, books, music, websites, and social media—and will describe the role of each in both mirroring and shaping society.




The Self-Field


Book Description

In this incisive study of the biological and cultural origins of the human self, the author challenges readers to re-think ideas about the self and consciousness as being exclusive to humans. In their place, he expounds a metatheoretical approach to the self as a purposeful system of extended cognition common to animal life: the invisible medium maintaining mind, body and environment as an integrated ‘field of being’. Supported by recent research in evolutionary and developmental studies together with related discoveries in animal behaviour and the neurosciences, the author examines the factors that have shaped the evolution of the animal self across widely different species and times, through to the modern, technologically enmeshed human self; the differences between which, he contends, are relations of degree rather than absolute differences. We are, he concludes, instinctive and ‘fuzzy individuals’ clinging to fragile identities in an artificial and volatile world of humanity’s own making, but which we now struggle to control. This book, which restores the self to its fundamental place in identity formation, will be of great interest for students and academics in the fields of social, developmental and environmental psychology, together with readers from other disciplines in the humanities, especially philosophy, cultural theory and architecture.




Gamer Nation


Book Description

Explores how games actively influence the ways people interpret and relate to American life. In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.




New Media and Society


Book Description

A sociological approach to understanding new media’s impact on society We use cell phones, computers, and tablets to access the Internet, read the news, watch television, chat with our friends, make our appointments, and post on social networking sites. New media provide the backdrop for most of our encounters. We swim in a technological world yet we rarely think about how new media potentially change the ways in which we interact with one another or shape how we live our lives. In New Media and Society, Deana Rohlinger provides a sociological approach to understanding how new media shape our interactions, our experiences, and our institutions. Using case studies and in-class exercises, Rohlinger explores how new media alter everything from our relationships with friends and family to our experiences in the workplace. Each chapter takes up a different topic – our sense of self and our relationships, education, religion, law, work, and politics – and assesses how new media alter our worlds as well as our expectations and experiences in institutional settings. Instead of arguing that these changes are “good” or “bad” for American society, the book uses sociological theory to challenge readers to think about the consequences of these changes, which typically have both positive and negative aspects. New Media and Society begins with a brief explanation of new media and social institutions, highlighting how sociologists understand complex, changing relationships. After outlining the influence of new media on our identities and relationships, it discusses the effects new media have on how we think about education, practice our religions, understand police surveillance, conceptualize work, and participate in politics. Each chapter includes key sociological concepts, engaging activities that illustrate the ideas covered in the chapter, as well as links, films, and references to additional online material.




Emerging Pedagogies in the Networked Knowledge Society: Practices Integrating Social Media and Globalization


Book Description

Since the dawn of the digital era, the transfer of knowledge has shifted from analog to digital, local to global, and individual to social. Complex networked communities are a fundamental part of these new information-based societies. Emerging Pedagogies in the Networked Knowledge Society: Practices Integrating Social Media and Globalization examines the production, dissemination, and consumption of knowledge within networked communities in the wider global context of pervasive Web 2.0 and social media services. This book will offer insight for business stakeholders, researchers, scholars, and administrators by highlighting the important concepts and ideas of information- and knowledge-based economies.




Theatre, Social Media, and Meaning Making


Book Description

This book offers the first broad-based survey of the way artists, audiences and society at large are making use of social media, and how the emergence of social media platforms that allow two-way interaction between these groups has been held up as a ‘game changer’ by many in the theatre industry. The first book to analyse aesthetic, critical, audience development, marketing and assessment uptake of social media in the theatre industry in an integrated fashion, Theatre, Social Media and Meaning Making examines examples from the USA, UK, Europe and Australasia to provide a snapshot of this emerging niche within networked, telematic, immersive and participatory theatre production and reception practices. A vital new resource for the field, this book will appeal to scholars, students, and industry practitioners alike.




Public Relations, Society & Culture


Book Description

This book sets out a range of theoretical approaches that can underpin a socio-cultural view of public relations, offering students a new set of insights into public relations that illustrate the effects of the profession on its environment.




The Oxford Handbook of Social Media and Music Learning


Book Description

The rapid pace of technological change over the last decade, particularly the rise of social media, has deeply affected the ways in which we interact as individuals, in groups, and among institutions to the point that it is difficult to grasp what it would be like to lose access to this everyday aspect of modern life. The Oxford Handbook of Social Media and Music Learning investigates the ways in which social media is now firmly engrained in all aspects of music education, providing fascinating insights into the ways in which social media, musical participation, and musical learning are increasingly entwined. In five sections of newly commissioned chapters, a refreshing mix of junior and senior scholars tackle questions concerning the potential for formal and informal musical learning in a networked society. Beginning with an overview of community identity and the new musical self through social media, scholars explore intersections between digital, musical, and social constructs including the vernacular of born-digital performance, musical identity and projection, and the expanding definition of musical empowerment. The fifth section brings this handbook to full practical fruition, featuring firsthand accounts of digital musicians, students, and teachers in the field. The Oxford Handbook of Social Media and Music Learning opens up an international discussion of what it means to be a musical community member in an age of technologically mediated relationships that break down the limits of geographical, cultural, political, and economic place.




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