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  • 1
    Online-Ressource
    Online-Ressource
    Dordrecht : Springer
    ISBN: 9781402047848
    Sprache: Englisch
    Seiten: Online-Ressource , v.: digital
    Ausgabe: Online-Ausg. Springer eBook Collection. Computer Science Electronic reproduction; Available via World Wide Web
    Serie: Computer Supported Cooperative Work 37
    DDC: 303.4833
    RVK:
    Schlagwort(e): Computer science ; Information systems ; Multimedia systems ; Social sciences Data processing ; Architectural design ; Informationstechnik ; Politische Beteiligung
    Kurzfassung: In the present digital revolution we often seem trapped in a Kafkaesque world of technological advances, some desired, some disliked or even feared, which we cannot influence but must accept. This book discusses the urgent need to redress this situation. The authors argue that technologies succeed or fail according to their relevance and value to people, who need to be actively engaged in order to create shared visions and influence their implementation.
    Kurzfassung: In the present digital revolution we often seem trapped in a Kafkaesque world of technological advances, some desired, some disliked or even feared, which we cannot influence but must accept. This book discusses the urgent need to redress this situation. The authors argue that technologies succeed or fail according to their relevance and value to people, who need to be actively engaged in order to create shared visions and influence their implementation. Strategies for citizen engagement and empowerment will enable citizens to influence and shape desirable digital futures. The book reviews the currently accepted ways of thinking about the design of systems and the reasons why these methods are no longer adequate. From an academically rigorous analysis of case histories across a wide variety of sectors, knowledge and best practice are captured in a rich, descriptive model of the contributions of citizen engagement to the design process. Finally, it provides specific practical guidance, based on sound academic research, for policy makers, administrators and ICT professionals on the strategies, methodologies, tools and techniques needed to change design practice.
    Anmerkung: Includes bibliographical references and index , Electronic reproduction; Available via World Wide Web
    URL: Volltext  (lizenzpflichtig)
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    Online-Ressource
    Online-Ressource
    Maidenhead, Berkshire, England : Open University Press
    ISBN: 0335224873 , 1280951311 , 9780335213573 , 9780335224876 , 9780335224876 , 9781280951312
    Sprache: Englisch
    Seiten: 1 Online-Ressource (x, 171 p.)
    Serie: Issues in cultural and media studies
    Paralleltitel: Erscheint auch als
    Paralleltitel: Erscheint auch als
    Paralleltitel: Erscheint auch als
    Paralleltitel: Erscheint auch als
    DDC: 306.46
    RVK:
    RVK:
    RVK:
    Schlagwort(e): SOCIAL SCIENCE / Anthropology / Cultural ; POLITICAL SCIENCE / Public Policy / Cultural Policy ; SOCIAL SCIENCE / Popular Culture ; Computer games / Social aspects ; Play (Philosophy) ; Popular culture ; Gesellschaft ; Computer games Social aspects ; Play (Philosophy) ; Popular culture ; Massenkultur ; Computerspiel ; Computerspiel ; Massenkultur
    Anmerkung: Includes bibliographical references (p. [150]-161) and index , Cover -- Acknowledgements -- TOC36;Contents -- Foreword -- CH36;Chapter 01 Studying computer games -- What is games culture63; -- Theories of technology -- Interactivity -- Spectatorship and the 8216;problem of immersion -- Representation and simulation -- Consumption47;production -- Technicity -- Work and play -- Conclusion -- Further reading -- CH36;Chapter 02 Play technology and culture -- The ludological turn -- Play theory history -- The rules -- The time and space of play -- The magic circle and its contexts seven rhetorics -- The subject in play -- The social subject in play -- Gendering play space -- Technoplay -- Ludic cultures and critiques -- Conclusion -- Further reading -- CH36;Chapter 03 Cultures of production -- The Trojan Horse in the digital parlour -- The economic system -- The developers -- The publishers -- The technologists in the economic system -- The system of technology -- Upgrade culture -- Making it real -- Game engines -- The system of culture -- , - Conclusion -- Further reading -- CH36;Chapter 04 Networks of technicity -- Identity44; culture and technology -- Technicity and hegemony -- Framing technicity hackers and cyborgs -- The hacker ethos and mythos -- The cyborg manifesto and manifestations -- From margin to centre discourses of dominant technicity -- Magical things of wonderment -- Edge as cultural capital -- Gendering technology -- The invisible 8216;others in cyberculture -- The 8216;other histories of computer gaming cultures -- Conclusion -- Further reading -- CH36;Chapter 05 Computer games as media text -- Can a computer game be treated as a text63; -- Case studies in computer game analysis -- Computer games as fictional worlds -- Lara as object and subject -- Identification44; investment and immersion -- Avatar as 8216;vehicle -- Representation and experience -- Narrative to navigation -- Character to capability -- Representation to ritual -- Conclusion -- Further reading -- , - CH36;Chapter 06 Bodies and machines58; Cyborg subjectivity and gameplay -- Flow44; immersion and configuration -- Why the body matters in gameplay -- Bodies and avatars -- Why the cyborg63; gameplay as cybernetic -- The cyborg at the machine -- The cyborg in the machine -- Gameplay and technicity -- Gameplay as cyborg performance -- Cyborg performances and playful selves -- Cyborgian heterotopias -- Conclusion -- CH36;Chapter 07 Interventions and recuperations 63; -- Computer games as co45;creative media -- Aspiration44; tributes and tactics -- Productive paradox women and Quake -- From piracy to open systems configurative practice asbrand loyalty63; -- A brief history of modding -- The age of co45;creative media -- Fan art -- Mod arts -- Tactical arts -- Playing at technicity -- Conclusion -- Further reading -- Glossary Terms -- References -- Gameography 47; Ludograpy -- IDX36;Index -- Last Page , This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: argues for the centrality of play in redefining reading, consuming and creating culture; offers detailed research into the political economy of games to generate a model of new media production; and, examines the dynamics of power in relation to both the production and consumption of computer games. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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