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Computer Games and New Media Cultures
  • Language: en
  • Pages: 694

Computer Games and New Media Cultures

Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conf...

Change Through Repetition
  • Language: en
  • Pages: 264

Change Through Repetition

  • Categories: Art

Art and politics are related through repetition. Both realms are structured by practices of repetition and share a common room of sens(e)uality – aesthetics in the emphatic sense of the word. It is the aesthetics and practices of repetition that reveal the relation between both realms. This volume proposes to explore aesthetic and cultural phenomena that effect change in the non-aesthetical realm, not so much in spite, but precisely because of their being 'mere' repetitions. Repetition shapes art works through procedures and processes of reproduction, copying, depiction, or reenactment. As representation of the world, mimetic art's relationship to the political and social world can be conc...

Logic and structure of the computer game
  • Language: en
  • Pages: 243

Logic and structure of the computer game

The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of & lsquo;mediality & rsquo;, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure.

Forms and Functions of Endings in Narrative Digital Games
  • Language: en
  • Pages: 433

Forms and Functions of Endings in Narrative Digital Games

  • Categories: Art
  • Type: Book
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  • Published: 2020-09-16
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  • Publisher: Routledge

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 s...

Zurück in die Zukunft
  • Language: de
  • Pages: 203

Zurück in die Zukunft

Im vorliegenden Tagungsband wird „Zukunft“ nicht als anthropologische Konstante, sondern vielmehr als eine mit dem soziokulturellen Umfeld eng verknüpfte, dynamische Denkweise verstanden. Folglich liegt der Fokus der Beiträge nicht allein auf der Frage, ob und wie Wissenschaften und Gesellschaften mit Zukunftskonzepten und Zukunftsvorstellungen umgegangen sind, sondern auch darauf, die unterschiedlichen Schnittstellen ausfindig zu machen, die „Zukunft“ als Denkkategorie mit Gesellschaft und Wissenschaft verbinden.

Lifelogging
  • Language: de
  • Pages: 343

Lifelogging

Der vorliegende Band liefert fundierte Analysen zur theoretischen Einordnung eines aktuellen gesellschaftlichen Phänomens zwischen innovativen, wertverändernden und zugleich disruptiven Technologien sowie dem gesellschaftlichen und kulturellen Wandel. Lifelogging, die digitale Selbstvermessung und Lebensprotokollierung des Menschen, findet sich als gesellschaftlich relevantes Thema heutzutage nicht nur in Forschung und Wissenschaft sondern auch in der Literatur, dem Feuilleton oder im Theater wieder. Das Spektrum von Lifelogging reicht vom Sleep- und Mood- über Sex- und Work- bis hin zu Thing- und Deathlogging. Dabei tauchen zahlreiche Fragen auf: Wie lebt es sich in der Gesellschaft von Daten? Ist der vermessene Mensch automatisch auch der verbesserte Mensch? Und wenn ja, welchen Preis zahlt er dafür? Entstehen durch Lifelogging neue Wirklichkeitskategorien oder ein neues Ordnungsprinzip des Sozialen? Wie verändert sich der „soziale Blick“? Die AutorInnen des Sammelbandes geben detaillierte Antworten auf diese drängenden Fragen.

Ahornblätter
  • Language: en
  • Pages: 428

Ahornblätter

  • Type: Book
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  • Published: 2007
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  • Publisher: Unknown

description not available right now.

Mashups
  • Language: de
  • Pages: 276

Mashups

Mashup hat sich als Begriff eingebürgert für auditiv, visuell, audiovisuell „vermischte“ Neuarrangements, Collagen, Bricolagen in der Musik, in Videos, in Computerspielen, in der (aktuellen Medien-)Kunst, in der Architektur. Es handelt sich um eine Verbindung heterogener Elemente, die etwas (scheinbar) Neues hervorbringen. Im Internet verbinden Websites unterschiedliche Elemente (beispielsweise Musik, Video, Hyperlinks) mit unterschiedlichen Funktionen. Ausgangspunkt für diesen Band ist die These, dass es einerseits mediale und kulturelle Techniken gibt, die diese Form des Mischgenres erst ermöglichen. Andererseits muss berücksichtigt werden, dass die mediale Kompetenz der User exponentiell angestiegen ist und weiter ansteigt. Der Band geht unter anderem der Frage nach, inwieweit es sich bei Mashups um eine qualitativ neue Form der Aneignung und/oder nur eine produktive Auseinandersetzung mit medialen Angeboten handelt.

Im Anfang war das Wort
  • Language: de
  • Pages: 549

Im Anfang war das Wort

description not available right now.

Digital Turn?
  • Language: de
  • Pages: 208

Digital Turn?

How do digital media influence cognitive processes? In the light of the integration of digital media in the everyday life of tertiary education, can one speak of a digital turn? How can these media be used to create a teaching and learning environment that allows a critical, creative and innovative generation of knowledge and facilitates and supports new scope for thought and initiative? The contributions to this volume also consider the potentials and limitations of social media from different perspectives in connection with the neoliberal logic and commercial dominance of enterprises such as Google, Microsoft or Facebook. In this context the volume also analyses the student protests at the University of Vienna in 2009 and the interventions of the digital network collective Anonymous. The studies point to the development of new practices of representation and identification for demanding freedom, justice and democracy.