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La communication politique s’est transformée en profondeur sous l’influence d’une numérisation accélérée des sociétés contemporaines dans le monde. Suite à cette révolution médiologique, les acteurs du monde politique ont massivement investi la sphère des réseaux socionumériques et notamment la plateforme de microblogging Twitter, que ce soit les hommes et femmes politiques eux-mêmes, leurs conseillers en image et en communication, les militants ou encore les sympathisants. Rassemblant différents travaux sur le politique, la culture, et l’évolution de la communication politique à l’ère numérique, cet ouvrage propose une analyse anthropologique de la communication politique numérique, la « communication politweet ». Il délivre une réflexion sur la représentation politique et la reconfiguration des rites politiques à l’ère de Twitter dans les sociétés démocratiques actuelles et explore différentes formes de médiations politique et culturelle. Anthropolitweet s’interroge également sur les nouvelles formes de sociabilité inhérentes à l’espace public et à la démocratie numériques.
Si le slogan « Signe extérieur de richesse intérieure », qui visait à promouvoir un véhicule d’une célèbre marque française ne peut résumer à lui seul l’air du temps, il vient cependant traduire la sensibilité grandissante des consommateurs à l’égard de produits ou services en lien avec la spiritualité. Dans un contexte de crise sanitaire, économique et environnementale qui laisse planer des interrogations sur nos modèles de développement, la question du sens s’impose de plus en plus à nos concitoyens. Poser la question du sens n’entraîne pas systématiquement une réflexion sur le terrain de la spiritualité, mais le spirituel représente un espace possible de réponses. À travers un grand nombre d’exemples et d’une enquête qualitative, cet ouvrage mesure et analyse les manifestations les plus concrètes de cette propension au spirituel dans la consommation de produits et services.
An A-Z of computing terms and concepts, "The New Penguin Dictionary of Computing" is the definitive book of its kind. Covering everything from A20 gate to zero-wait-state memory, and from floppy disk to Word for Windows, it will be an essential tool not only to programmers and engineers, but to anyone who owns or has access to a computer and wishes to improve her skills.
Communication as Organizing unites multiple reflections on the role of language under a single rubric: the organizing role of communication. Stemming from Jim Taylor's earlier work, The Emergent Organization: Communication as Its Site and Surface (LEA, 2000), the volume editors present a communicational answer to the question, "what is an organization?" through contributions from an international set of scholars and researchers. The chapter authors synthesize various lines of research on constituting organizations through communication, describing their explorations of the relation between language, human practice, and the constitution of organizational forms. Each chapter develops a dimensi...
Since the dawn of the digital era, the transfer of knowledge has shifted from analog to digital, local to global, and individual to social. Complex networked communities are a fundamental part of these new information-based societies. Emerging Pedagogies in the Networked Knowledge Society: Practices Integrating Social Media and Globalization examines the production, dissemination, and consumption of knowledge within networked communities in the wider global context of pervasive Web 2.0 and social media services. This book will offer insight for business stakeholders, researchers, scholars, and administrators by highlighting the important concepts and ideas of information- and knowledge-based economies.
This book provides both students and scholars with a critical and historical introduction to the graphic novel. Jan Baetens and Hugo Frey explore this exciting form of visual and literary communication, showing readers how to situate and analyse graphic novels since their rise to prominence half a century ago. Several key questions are addressed: what is the graphic novel? How do we read graphic novels as narrative forms? Why is page design and publishing format so significant? What theories are developing to explain the genre? How is this form blurring the categories of high and popular literature? Why are graphic novelists nostalgic for the old comics? The authors address these and many other questions raised by the genre. Through their analysis of the works of many well-known graphic novelists - including Bechdel, Clowes, Spiegelman and Ware - Baetens and Frey offer significant insights for future teaching and research on the graphic novel.
Outside Japan, the term ’manga’ usually refers to comics originally published in Japan. Yet nowadays many publications labelled ’manga’ are not translations of Japanese works but rather have been wholly conceived and created elsewhere. These comics, although often derided and dismissed as ’fake manga’, represent an important but understudied global cultural phenomenon which, controversially, may even point to a future of ’Japanese’ comics without Japan. This book takes seriously the political economy and cultural production of this so-called ’global manga’ produced throughout the Americas, Europe, and Asia and explores the conditions under which it arises and flourishes; ...
The proposal that the impact of humanity on the planet has left a distinct footprint, even on the scale of geological time, has recently gained much ground. Global climate change, shifting global cycles of the weather, widespread pollution, radioactive fallout, plastic accumulation, species invasions, the mass extinction of species - these are just some of the many indicators that we will leave a lasting record in rock, the scientific basis for recognizing new time intervals in Earth's history. The Anthropocene, as the proposed new epoch has been named, is regularly in the news. Even with such robust evidence, the proposal to formally recognize our current time as the Anthropocene remains co...
How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes th...
Covering many artistic movements that have been developed through the exploitation of modern technology, this work is a well-informed examination of computer art, multimedia installations, virtual worlds, interactivity, Internet art and more.