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  • 1
    ISBN: 978-94-6298-452-3
    Language: English
    Pages: 431 Seiten : , Illustrationen.
    Series Statement: Games and play
    Parallel Title: Erscheint auch als
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    Keywords: Political participation ; Play / Political aspects ; Aufsatzsammlung
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  • 2
    Article
    Article
    In:  Screen consciousness 4, Amsterdam 2006, S. 65-84.
    Language: English
    Titel der Quelle: Screen consciousness
    Angaben zur Quelle: 4, Amsterdam 2006, S. 65-84.
    Note: Sybille Lammes
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  • 3
    Image
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    Manchester :Manchester University Press,
    ISBN: 978-1-5261-2253-7
    Language: English
    Pages: xiii, 272 Seiten : , Illustrationen, Diagramme, Karten ; , 24 cm.
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
    DDC: 526
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    Keywords: Cartography ; Time ; Kartografie. ; Zeitlichkeit. ; Digitale Karte. ; Umweltveränderung. ; Aufsatzsammlung ; Kartografie ; Zeitlichkeit ; Digitale Karte ; Umweltveränderung
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  • 4
    ISBN: 9789462984523
    Language: English
    Pages: 431 Seiten , Illustrationen
    Series Statement: Games and play 1
    Series Statement: Games and play
    Parallel Title: Erscheint auch als The playful citizen
    Parallel Title: Erscheint auch als The playful citizen
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    Keywords: Aufsatzsammlung ; Aufsatzsammlung ; Aufsatzsammlung ; Aktivistin ; Aktivist ; Politisches Engagement ; Politisierung ; Zivilgesellschaft ; Digitalisierung
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  • 5
    ISBN: 9789089640680
    Language: English
    Pages: 1 Online-Ressource (304 p.)
    Keywords: Film, TV & radio ; Philosophy ; Society & culture: general
    Abstract: Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary digital culture indeed all about 'you', the participating user, or do we still not really understand the digital machinery and how this constitutes us as 'you'? The contributors to the present book, all employed in teaching and researching new media and digital culture, assembled their 'digital material' into an anthology, covering issues ranging from desktop metaphors to Web 2.0 ecosystems, from touch screens to blogging and e-learning, from role-playing games and cybergothic music to wireless dreams. Together the contributions provide a showcase of current research in the field, from what may be called a 'digital-materialist' perspective
    Abstract: Nieuwe media zijn vanaf hun opkomst begeleid door revolutionaire beloften en bedreigingen: hypertekst zou lezers veranderen in auteurs, digitale beelden zouden de waarheid en werkelijkheid ondermijnen, en online communicatie zou alle afstanden overbruggen. 'Cyberspace' werd gevierd dan wel gevreesd als immaterieel en autonoom, losgezongen van onze dagelijkse leefwereld. Na twee decennia 'cyberrevolutie' zijn nieuwe media vanzelfsprekend geworden en blijken zij allesbehalve immaterieel. Vanuit dat perspectief belicht de bundel Digital Material digitale culturen. De bijdragen onderzoeken onder meer computer games, mobiele communicatie, interfacemetaforen, weblogculturen, software ontwikkeling en digitale beeldproductie. Bij elkaar vormen zij een inspirerend theoretisch kader om de hedendaagse betekenis van nieuwe media te doorgronden
    Note: English
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  • 6
    ISBN: 9789048523030 , 9048523036 , 9789089646392 , 9089646396
    Language: English
    Pages: 363 pages , illustrations
    Series Statement: MediaMatters
    Parallel Title: Erscheint auch als Playful identities
    Keywords: Video games Social aspects ; Video games Psychological aspects ; Computer games Social aspects ; Computer games Psychological aspects ; Society and social sciences Society and social sciences ; Computer games ; Psychological aspects ; Computer games ; Social aspects ; Video games ; Psychological aspects ; Video games ; Social aspects ; Multimedia ; Psychologische aspecten ; Computerspellen ; Identiteit ; Sociale verandering ; GAMES ; Board ; Media studies ; Society and culture: general ; Electronic book
    Abstract: In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, 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. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and iden
    Abstract: Machine generated contents note:1.Homo ludens 2.0: Play, media, and identity /Joost Raessens --pt. IPlay --Introduction to Part I /Joost Raessens --2.Playland: Technology, self, and cultural transformation /Kenneth J. Gergen --3.Spiritual play: Encountering the sacred in World of Warcraft /Stef Aupers --4.Playful computer interaction /Daniel Cermak-Sassenrath --5.Playful identity in game design and open-ended play /Tilde Bekker --6.Breaking reality: Exploring pervasive cheating in Foursquare /Rene Glas --7.Playing with bits and bytes: The savage mind in the digital age /Valerie Frissen --pt. IIMedia --Introduction to Part II /Joost Raessens --8.Location-based mobile games: Interfaces to urban spaces /Jordan Frith --9.playful use of mobile phones and its link to social cohesion /Rich Ling --10.Digital cartographies as playful practices /Sybille Lammes --11.Ludic identities and the magic circle /Gordon Calleja --12.Play (for) time /Patrick Crogan --13.Playful identity politics: How refugee games affect the player's identity /Joost Raessens --pt. IIIIdentity --Introduction to Part III /Joost Raessens --14.Playing out identities and emotions /Jeroen Jansz --15.Playing with others: The identity paradoxes of the web as social network /Jeroen Timmermans --16.New media, play, and social identities /Leopoldina Fortunati --17.Playing life in the metropolis: Mobile media and identity in Jakarta /Michiel de Lange --18.conflicts within the casual: The culture and identity of casual online play /Frans Mayra --19.Afterplay /Jos de Mul.
    Note: Includes bibliographical references and index , English
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  • 7
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Manchester University Press
    ISBN: 9781526122520
    Language: English
    Pages: 1 Online-Ressource (288 p.)
    Keywords: Society & social sciences ; Media studies ; Human geography ; Cartography, map-making & projections ; Graphical & digital media applications
    Abstract: "The digital era has brought about huge transformations in the map itself, which to date have been largely conceptualised in spatial terms. Novel objects, forms, processes and approaches have emerged and pose new, pressing questions about the temporality of digital maps and contemporary mapping practices: in spite of its implicit spatiality, digital mapping is strongly grounded in time. This collection brings time back into the map, taking up Doreen Massey's critical concern for 'ongoing stories' in the world; it asks how mapping enrols time into these narratives. Maps often seek to ‘freeze’ and ‘fix’ the world, looking to represent, document or capture dynamic phenomena. This collection examines how these processes are impacted by digital cartographic technologies that, arguably, have disrupted our understanding of time as much as they have provided coherence. The book consists of twelve chapters from experts in the field. Each addresses a different type of digital mapping practice and analyses it in relation to temporality. Cases discussed range from locative art projects, OpenStreetMap mapping parties, sensory mapping, Google Street View, to visual mapping, smart city dashboards and crisis mapping. Authors from different disciplinary positions consider how a temporal lens might focus attention on different aspects of digital mapping. This kaleidoscopic approach demonstrates a rich plethora of ways for understanding the temporal modes of digital mapping and the interdisciplinary background of the authors allows multiple positions to be developed and contrasted."
    Note: English
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  • 8
    ISBN: 9789492302137
    Language: English
    Pages: 1 Online-Ressource (156 p.)
    Keywords: Computing & information technology
    Abstract: From Mah-Jong, to the introduction of Prussian war-games, through to the emergence of location-based play: maps and play share a long and diverse history. This monograph shows how mapping and playing unfold in the digital age, when the relations between these apparently separate tropes are increasingly woven together. Fluid networks of interaction have encouraged a proliferation of hybrid forms of mapping and playing and a rich plethora of contemporary case-studies, ranging from fieldwork, golf, activism and automotive navigation, to pervasive and desktop-based games evidences this trend. Examining these cases shows how mapping and playing can form productive synergies, but also encourages new ways of being, knowing and shaping our everyday lives. The chapters in this book explore how play can be more than just an object or practice, and instead focus on its potential as a method for understanding maps and spatiality. They show how playing and mapping can be liberating, dangerous, subversive and performative
    Note: English
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  • 9
    ISBN: 9789462984523 , 9789048535200
    Language: English
    Pages: 1 Online-Ressource
    Keywords: Media studies
    Abstract: This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies
    Note: English
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  • 10
    ISBN: 9789048535200
    Language: English
    Pages: 1 Online-Ressource (431 Seiten)
    Series Statement: Games and Play
    Parallel Title: Erscheint auch als The playful citizen
    DDC: 323.042
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    Keywords: Electronic books ; Aufsatzsammlung ; Aktivistin ; Aktivist ; Politisches Engagement ; Politisierung ; Zivilgesellschaft ; Digitalisierung
    Abstract: In the last decade, digital media technologies and developments have given rise to exciting new forms of ludic, or playful, engagements of citizens in cultural and societal issues. From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle for comprehending such new forms of civic engagement in a mediatized culture.The Playful Citizen explores how and through what media we are becoming more playful as citizens and how this manifests itself in our ways of doing, living, and thinking. We offer a pluralistic answer to such questions by bringing together scholars from different fields such as game and play studies, social sciences, and media and culture studies.
    Abstract: Cover -- Contents -- 1. The playful citizen: An introduction -- René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, and Imar de Vries -- Part I. Ludo-literacies -- Introduction to Part I -- René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, and Imar de Vries -- 2. Engagement in play, engagement in politics: Playing political video games -- Joyce Neys and Jeroen Jansz -- 3. Analytical game design: Game-making as a cultural technique in a gamified society -- Stefan Werning -- 4. Re-thinking the social documentary -- William Uricchio -- 5. Collapsus, or how to make players become ecological citizens -- Joost Raessens -- 6. The broken toy tactic: Clockwork worlds and activist games -- Anne-Marie Schleiner -- 7. Video games and the engaged citizen: On the ambiguity of digital play -- Ingrid Hoofd -- Part II. Ludo-epistemologies -- Introduction to Part II -- René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, and Imar de Vries -- 8. Public laboratory: Play and civic engagement -- Jessica Breen, Shannon Dosemagen, Don Blair, and Liz Barry -- 9. Sensing the air and experimenting with environmental citizenship -- Jennifer Gabrys -- 10. Biohacking: Playing with technology -- Stephanie de Smale -- 11. Ludo-epistemology: Playing with the rules in citizen science games -- René Glas and Sybille Lammes -- 12. The playful scientist: Stimulating playful communities for science practice -- Ben Schouten, Erik van der Spek, Daniël Harmsen, and Ellis Bartholomeus -- 13. Laborious playgrounds: Citizen science games as new modes of work/play in the digital age -- Sonia Fizek and Anne Dippel -- Part III. Ludo-politics -- Introduction to Part III -- René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, and Imar de Vries -- 14. On participatory politics as a game changer and the politics of participation -- Mercedes Bunz.
    Note: Description based on publisher supplied metadata and other sources
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