[PDF] Interacci N Performatividad Y Sociabilidad En Espacios De Juego En Red - eBooks Review

Interacci N Performatividad Y Sociabilidad En Espacios De Juego En Red


Interacci N Performatividad Y Sociabilidad En Espacios De Juego En Red
DOWNLOAD

Download Interacci N Performatividad Y Sociabilidad En Espacios De Juego En Red PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Interacci N Performatividad Y Sociabilidad En Espacios De Juego En Red book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages. If the content not found or just blank you must refresh this page





Interacci N Performatividad Y Sociabilidad En Espacios De Juego En Red


Interacci N Performatividad Y Sociabilidad En Espacios De Juego En Red
DOWNLOAD
Author :
language : es
Publisher:
Release Date : 2015

Interacci N Performatividad Y Sociabilidad En Espacios De Juego En Red written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with categories.




Communities Of Play


Communities Of Play
DOWNLOAD
Author : Celia Pearce
language : en
Publisher: MIT Press
Release Date : 2011-09-30

Communities Of Play written by Celia Pearce and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-09-30 with Computers categories.


The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.



Performing Feminisms


Performing Feminisms
DOWNLOAD
Author : Sue-Ellen Case
language : en
Publisher: JHU Press
Release Date : 1990-02

Performing Feminisms written by Sue-Ellen Case and has been published by JHU Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 1990-02 with Art categories.


A valuable, provoking, important addition to any theatre scholar or practitioner's library, especially since feminist theory is a relative newcomer to the world of theatre.



Practical Reason


Practical Reason
DOWNLOAD
Author : Pierre Bourdieu
language : en
Publisher: Stanford University Press
Release Date : 1998

Practical Reason written by Pierre Bourdieu and has been published by Stanford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 1998 with Social Science categories.


This work by Pierre Bourdieu develops the anthropological theory which has formed the basis of his scientific research. It discusses the problems posed by "structuralist" philosophers in order to solve or dissolve them.



Life After New Media


Life After New Media
DOWNLOAD
Author : Sarah Kember
language : en
Publisher: MIT Press
Release Date : 2014-12-05

Life After New Media written by Sarah Kember and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-12-05 with Social Science categories.


An argument for a shift in understanding new media—from a fascination with devices to an examination of the complex processes of mediation. In Life after New Media, Sarah Kember and Joanna Zylinska make a case for a significant shift in our understanding of new media. They argue that we should move beyond our fascination with objects—computers, smart phones, iPods, Kindles—to an examination of the interlocking technical, social, and biological processes of mediation. Doing so, they say, reveals that life itself can be understood as mediated—subject to the same processes of reproduction, transformation, flattening, and patenting undergone by other media forms. By Kember and Zylinska's account, the dispersal of media and technology into our biological and social lives intensifies our entanglement with nonhuman entities. Mediation—all-encompassing and indivisible—becomes for them a key trope for understanding our being in the technological world. Drawing on the work of Bergson and Derrida while displaying a rigorous playfulness toward philosophy, Kember and Zylinska examine the multiple flows of mediation. Importantly, they also consider the ethical necessity of making a “cut” to any media processes in order to contain them. Considering topics that range from media-enacted cosmic events to the intelligent home, they propose a new way of “doing” media studies that is simultaneously critical and creative, and that performs an encounter between theory and practice.



Video Games As Culture


Video Games As Culture
DOWNLOAD
Author : Daniel Muriel
language : en
Publisher: Routledge
Release Date : 2018-03-14

Video Games As Culture written by Daniel Muriel and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-14 with Social Science categories.


Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.



Games And Gaming


Games And Gaming
DOWNLOAD
Author : Larissa Hjorth
language : en
Publisher: Berg
Release Date : 2011-01-01

Games And Gaming written by Larissa Hjorth and has been published by Berg this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-01-01 with Games & Activities categories.


The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.



Sociophobia


Sociophobia
DOWNLOAD
Author : César Rendueles
language : en
Publisher: Columbia University Press
Release Date : 2017-04-11

Sociophobia written by César Rendueles and has been published by Columbia University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-04-11 with Philosophy categories.


The great ideological cliché of our time, César Rendueles argues in Sociophobia, is the idea that communication technologies can support positive social dynamics and improve economic and political conditions. We would like to believe that the Internet has given us the tools to overcome modernity's practical dilemmas and bring us into closer relation, but recent events show how technology has in fact driven us farther apart. Named one of the ten best books of the year by Babelia El País, Sociophobia looks at the root causes of neoliberal utopia's modern collapse. It begins by questioning the cyber-fetishist dogma that lulls us into thinking our passive relationship with technology plays a positive role in resolving longstanding differences. Rendueles claims that the World Wide Web has produced a diminished rather than augmented social reality. In other words, it has lowered our expectations with respect to political interventions and personal relations. In an effort to correct this trend, Rendueles embarks on an ambitious reassessment of our antagonistic political traditions to prove that post-capitalism is not only a feasible, intimate, and friendly system to strive for but also essential for moving past consumerism and political malaise.



Second Person


Second Person
DOWNLOAD
Author : Pat Harrigan
language : en
Publisher: MIT Press
Release Date : 2010-01-22

Second Person written by Pat Harrigan and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-01-22 with Social Science categories.


Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.



Play Between Worlds


Play Between Worlds
DOWNLOAD
Author : T. L. Taylor
language : en
Publisher: MIT Press
Release Date : 2009-02-13

Play Between Worlds written by T. L. Taylor and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-02-13 with Computers categories.


A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. 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.