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  • MPI Ethno. Forsch.  (3)
  • Ethn. Museum Berlin
  • Englisch  (3)
  • Hebräisch
  • Ungarisch
  • Spanisch
  • Türkisch
  • Berlin : Knowledge Unlatched  (2)
  • Amsterdam : Amsterdam University Press  (1)
  • Digitalisierung  (3)
  • Allgemeines  (3)
Datenlieferant
Materialart
Sprache
  • Englisch  (3)
  • Hebräisch
  • Ungarisch
  • Spanisch
  • Türkisch
Erscheinungszeitraum
  • 1
    ISBN: 9789048535200
    Sprache: Englisch
    Seiten: 1 Online-Ressource (431 Seiten)
    Serie: Games and Play
    Paralleltitel: Erscheint auch als The playful citizen
    DDC: 323.042
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    Schlagwort(e): Electronic books ; Aufsatzsammlung ; Electronic books ; Aufsatzsammlung ; Electronic books ; Aufsatzsammlung ; Aktivistin ; Aktivist ; Politisches Engagement ; Politisierung ; Zivilgesellschaft ; Digitalisierung
    Kurzfassung: 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.
    Kurzfassung: 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.
    Anmerkung: Description based on publisher supplied metadata and other sources
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    ISBN: 9783110416794 , 9783110416831
    Sprache: Englisch
    Seiten: 1 Online-Ressource (viii, 270 Seiten) , Illustrationen
    Serie: Age of Access? Volume 7
    Serie: Age of access? - Grundfragen der Informationsgesellschaft
    Paralleltitel: Erscheint auch als Commercial communication in the digital age
    DDC: 302.2309
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    Schlagwort(e): Online-Marketing ; Kommunikation ; Verbraucherinformation ; Informationsverhalten ; Konsumentenverhalten ; Kundenintegration ; Werbung ; Mass media Economic aspects ; Advertising ; Aufsatzsammlung ; Electronic books. ; Electronic books. ; Informationsgesellschaft ; Digitalisierung ; Unternehmen ; Kommunikation ; Werbewirkung ; Informationsqualität
    Kurzfassung: In today’s digital age, online and mobile advertising are of growing importance, with advertising no longer bound to the traditional media industry. Although the advertising industry still has broader access to the different measures and channels, users and consumers today have more possibilities to publish, get informed or communicate – to “co-create” –, and to reach a bigger audience. There is a good chance thus that users and consumers are better informed about the objectives and persuasive tricks of the advertising industry than ever before. At the same time, advertisers can inform about products and services without the limitations of time and place faced by traditional mass media. But will there really be a time when advertisers and consumers have equal power, or does tracking users online and offline lead to a situation where advertisers have more information about the consumers than ever before? The volume discusses these questions and related issues
    Anmerkung: Literaturangaben
    URL: Volltext  (Open Access)
    URL: Cover
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    URL: Cover  (lizenzpflichtig)
    URL: OAPEN
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    URL: Image  (Thumbnail cover image)
    URL: 34
    URL: Image  (Thumbnail cover image)
    URL: Volltext  (kostenfrei)
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  • 3
    Online-Ressource
    Online-Ressource
    New York : Routledge | Berlin : Knowledge Unlatched
    ISBN: 9780203093085
    Sprache: Englisch
    Seiten: 1 Online-Ressource (viii, 212 Seiten)
    Paralleltitel: Erscheint auch als Jones, Steven E., 1959 - The emergence of the digital humanities
    DDC: 001.30285
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    Schlagwort(e): Humanities Electronic information resources ; Humanities Computer network resources ; Education, Higher Effect of technological innovations on ; Digital communications ; Geisteswissenschaften ; Digitalisierung ; Internet ; Elektronische Medien
    Kurzfassung: Eversion -- Dimensions -- People -- Places -- Things -- Publications -- Practices.
    Kurzfassung: In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events—the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing—and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium.
    URL: Volltext  (kostenfrei)
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