Identity And Play In Interactive Digital Media
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Author | : Sara M. Cole |
Publisher | : Routledge |
Total Pages | : 274 |
Release | : 2017-03-16 |
Genre | : Computers |
ISBN | : 1315390760 |
Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in such non-print texts are interactive media forms like computer or video games that can be understood in similar, though distinct, terms as texts that are read by their users. This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, these texts. This work explores the concept of ergodic ontogeny: the mental development resulting from interactive digital media play experiences causing change in personal identity.
Author | : Sara M. Cole |
Publisher | : Taylor & Francis |
Total Pages | : 181 |
Release | : 2017-03-16 |
Genre | : Computers |
ISBN | : 1315390779 |
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. .
Author | : Michiel de Lange |
Publisher | : |
Total Pages | : 0 |
Release | : 2015 |
Genre | : Computer games |
ISBN | : 9789089646392 |
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.
Author | : Warburton, Steven |
Publisher | : IGI Global |
Total Pages | : 333 |
Release | : 2012-07-31 |
Genre | : Computers |
ISBN | : 1466619163 |
"This book examines the impact of digital identities on our day-to-day activities from a range of contemporary technical and socio-cultural perspectives while allowing the reader to deepen understanding about the diverse range of tools and practices that compose the spectrum of online identity services and uses"--Provided by publisher.
Author | : Adriana de Souza e Silva |
Publisher | : Routledge |
Total Pages | : 277 |
Release | : 2020-02-26 |
Genre | : Computers |
ISBN | : 1000042359 |
This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.
Author | : Michelle Herte |
Publisher | : Routledge |
Total Pages | : 436 |
Release | : 2020-09-16 |
Genre | : Games & Activities |
ISBN | : 1000172767 |
This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling and play in order to gain insight into what endings are and how we identify them in different media. While narrative digital games share many representational strategies for signalling their upcoming end with more traditional narrative media – such as novels or movies – they also show many forms of endings that often radically differ from our conventional understanding of conclusion and closure. From vast game worlds that remain open for play after a story’s finale, to multiple endings that are often hailed as a means for players to create their own stories, to the potentially tragic endings of failure and "game over", digital games question the traditional singularity and finality of endings. Using a broad range of examples, this book delves deeply into these and other forms and their functions, both to reveal the closural specificities of the ludonarrative hybrid that digital games are, as well as to find the core elements that characterise endings in any medium. It examines how endings make themselves known to players and raises the question of how well-established closural conventions blend with play and a player’s effort to achieve a goal. As an interdisciplinary study that draws on game studies as much as on transmedial narratology, Forms and Functions of Endings in Narrative Digital Games is suited for scholars and students of digital games as well as for narratologists yet to become familiar with this medium.
Author | : Torill Mortensen |
Publisher | : Routledge |
Total Pages | : 213 |
Release | : 2020-02-24 |
Genre | : Games & Activities |
ISBN | : 1000049531 |
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.
Author | : Damiana Gibbons Pyles |
Publisher | : Taylor & Francis |
Total Pages | : 152 |
Release | : 2023-05-09 |
Genre | : Education |
ISBN | : 1000869458 |
In this book, Damiana Gibbons Pyles guides readers through the fast-changing landscape of digital streaming services such as Netflix and explores their impact on children’s and teens’ identities. Children interact with streaming media in novel, hidden, and unforeseen ways that shape their digital, material, affective, and embodied worlds. By analyzing how Netflix represents gender, race, and ethnicities, Gibbons Pyles explores how this new media phenomenon portrays and influences young people’s development and sense of self, and how streaming media pushes children and teens to particular ways of being in its interfaces, algorithms, and content. Drawing primarily on Bakhtinian, feminist, and female Black scholarship, her incisive analysis reveals how the new media streaming phenomenon molds children’s understandings of their ways of being in the world. Ideal for scholars and graduate students in literacy education, media studies, and communication, the text is an illuminating view into the hidden role of streaming services as an essential, complex component of literacy scholarship.
Author | : Rob Cover |
Publisher | : Academic Press |
Total Pages | : 320 |
Release | : 2015-10-06 |
Genre | : Psychology |
ISBN | : 0128004274 |
Online Identities: Creating and Communicating the Online Self presents a critical investigation of the ways in which representations of identities have shifted since the advent of digital communications technologies. Critical studies over the past century have pointed to the multifaceted nature of identity, with a number of different theories and approaches used to explain how everyday people have a sense of themselves, their behaviors, desires, and representations. In the era of interactive, digital, and networked media and communication, identity can be understood as even more complex, with digital users arguably playing a more extensive role in fashioning their own self-representations online, as well as making use of the capacity to co-create common and group narratives of identity through interactivity and the proliferation of audio-visual user-generated content online. - Makes accessible complex theories of identity from the perspective of today's contemporary, digital media environment - Examines how digital media has added to the complexity of identity - Takes readers through examples of online identity such as in interactive sites and social networking - Explores implications of inter-cultural access that emerges from globalization and world-wide networking
Author | : Andreas Rauscher |
Publisher | : Routledge |
Total Pages | : 361 |
Release | : 2020-10-18 |
Genre | : Comics & Graphic Novels |
ISBN | : 100022421X |
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.