play between worlds exploring online game culture mit press

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Play Between Worlds

Author : T. L. Taylor
ISBN : 9780262250542
Genre : Computers
File Size : 30. 24 MB
Format : PDF
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In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps -- as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer) -- including her attendance at an Everquest Fan Faire, with its blurring of online -- and offline life -- and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play -- and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space -- what happens when emergent player culture confronts the major corporation behind the game.

Games Studieren Was Wie Wo

Author : Björn Bartholdy
ISBN : 9783839440322
Genre : Social Science
File Size : 41. 49 MB
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Games sind die einflussreichste audiovisuelle Ausdrucks- und Erzählform digitaler Kultur. Die aktuell entstehenden staatlichen Bildungsangebote gewinnen daher künstlerisch und kulturell, aber auch wissenschaftlich und ökonomisch eine Bedeutung, wie sie beispielsweise im 20. Jahrhundert Filmstudiengängen zukam. Dieser Band gibt erstmals einen vergleichenden Überblick und führt zugleich in die verschiedenen Fachgebiete der hochschulischen Lehre und Forschung auf dem Gebiet digitaler Spiele ein: Game Studies, Game Design, Game Arts, Game Informatics and Technology, Game Economics and Producing.

Digitalisierung

Author : Gertraud Koch
ISBN : 9783744509527
Genre : Social Science
File Size : 64. 45 MB
Format : PDF
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Digitale Technologien haben heute nahezu jeden Lebensbereich durchdrungen und das verfügbare Repertoire materieller, symbolischer und praxisbezogener Formen sichtbar verändert. Für die kulturanalytische Forschung stellt sich damit die Frage nach theoretischen und konzeptuellen Zugängen, die geeignet sind, diese Veränderungen angemessen zu erfassen und für die empirische Forschung zu erschließen. Der vorliegende Band stellt verschiedene Ansätze vor, welche die spezifischen Dimensionen digitaler Kultur thematisieren. Er offeriert Zugangsweisen für die empirische kulturanalytische Erforschung digitaler Kulturen, die wiederum notwendig ist, um ein differenziertes Bild von der Digitalisierung als einem kulturellen Phänomen zu entwickeln und um zur weiteren Theoriebildung beizutragen. Der Band richtet sich an Studierende und Wissenschaftler der Kulturanthropologie, Soziologie, Medienwissenschaft, der Science and Technology Studies und anderen empirisch arbeitenden Sozial- und Geisteswissenschaften._

Handbuch Online Kommunikation

Author : Wolfgang Schweiger
ISBN : 3531170139
Genre : Language Arts & Disciplines
File Size : 67. 60 MB
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Das Handbuch gibt in zahlreichen Beiträgen einschlägiger FachautorInnen einen umfassenden und systematischen Überblick des aktuellen Forschungsstandes kommunikationswissenschaftlicher Online-Forschung. Einführend werden die zentralen Fragestellungen, theoretischen Ansätze und empirischen Befunde dargestellt. Das Themenspektrum reicht von den Grundlagen computervermittelter Kommunikation (interpersonale, Gruppen- und öffentliche Kommunikation), über ökonomische, ethische und politische Fragen wie Regulierung und Kontrolle des Internets, sowie seine Verbreitung, Nutzung und Wirkung. Weitere Beiträge befassen sich mit Öffentlichkeit und Journalismus online, kulturellen und sozialpsychologischen Aspekten, Online-Werbung und -PR, Gesundheitskommunikation, E-Learning und Wissensmanagement sowie Online-Spielen. Ein Überblick über Methoden der Online-Forschung sowie die wichtigsten Datenquellen und Standarduntersuchungen rundet das Werk ab.

Raising The Stakes

Author : T. L. Taylor
ISBN : 9780262300476
Genre : Games & Activities
File Size : 89. 35 MB
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Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Level Up Religion

Author : Oliver Steffen
ISBN : 9783170325142
Genre : Religion
File Size : 41. 56 MB
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Digitale Spiele haben sich vom kuriosen Randphänomen zum festen Bestandteil der Populärkultur entwickelt. Die Schnittstellen zwischen digitalen Spielen und Religion sind jedoch noch weitgehend unbekannt. Das vorliegende Buch schließt diese Lücke, wobei es einerseits auf die Erscheinung, Rezeption und Produktion religiöser Inhalte in digitalen Spielen eingeht, andererseits auf die Frage, wie religiöse Akteure auf das Medium der digitalen Spiele reagieren. Die hier in Grundzügen entwickelte religionswissenschaftliche Digitalspielforschung ist ein erster systematischer Beitrag zu einem Forschungsfeld, das derzeit durch die Synthese der Religionswissenschaft mit den Game Studies entsteht. Darüber hinaus informiert sie über Bedeutung, Potenziale und Risiken digitaler Spiele gerade auch für den Bereich der Religion, ohne verzerrende enthusiastische oder phobische Deutungsmuster zu reproduzieren.

Inter Vention

Author :
ISBN : 9780262300902
Genre :
File Size : 69. 77 MB
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Virtually Sacred

Author : Robert M. Geraci
ISBN : 9780199379972
Genre : Computers
File Size : 21. 74 MB
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Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.

Growing Up Online

Author : S. Weber
ISBN : 9780230607019
Genre : Social Science
File Size : 47. 6 MB
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In this cutting-edge anthology, contributors examine the diverse ways in which girls and young women across a variety of ethnic, socio-economic, and national backgounds use digital technology in their everyday lives. They explore identity development, how young women interact with technology, and how race, class, and identity influence game play.

Playing Along

Author : Kiri Miller
ISBN : 9780199929917
Genre : Music
File Size : 23. 69 MB
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Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows how video games and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by "playing along" with popular culture. Playing Along reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her avatar's ears; how a Guitar Hero player channels the experience of a live rock performer; and how a beginning guitar student translates a two-dimensional, pre-recorded online music lesson into three-dimensional physical practice and an intimate relationship with a distant teacher. Through a series of engaging ethnographic case studies, Miller demonstrates that our everyday experiences with interactive digital media are gradually transforming our understanding of musicality, creativity, play, and participation.

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