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The massively multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames World of Warcraft as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game’s owners, throwing new light on complex consumer-producer relationships in the increasingly participatory but still tightly controlled media of online games. World of Warcraft is één van de meest populaire computergames van het afgelopen decennium. Het spel liet miljoenen spelers kennismaken met het gemeenschappelijk online spelen van computerspellen. Het spel is zo ontworpen dat het, binnen zekere grenzen, spelers uitnodigt en uitdaagt zich de virtuele wereld toe te eigenen. Het resultaat is dat spelers zeer divers spelgedrag vertonen en op heel verschillende manieren deelnemen. Deze studie naar World of Warcraft benadert het spel als een complex socio-cultureel fenomeen, dat wordt gedefinieerd door en zich evolueert als gevolg van onderhandelingen tussen spelersgroepen en makers. Het laat de complexe consument-producentrelatie zien bij dit type online games, die in toenemende mate participatie van de spelers toestaan, maar waarin de spelers tegelijkertijd sterk beteugeld worden.
World of Warcraft (Game) --- WoW (Game) --- Fantasy games --- Social aspects. --- Internet
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This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies. With the emergence of digital and mobile technologies our conceptions and hopes of what citizen participation entails have changed profoundly. Interactive, networked and affordable technologies have transformed the relationship between knowledge, creativity and power. Citizens use media technologies in playful ways to engage in creative knowledge production and to alter professional roles and power structures.This book, available in Open Access, provides an overview of the potentials and limitations of citizen's engagement in the digital age through a collection of chapters from various academic fields. What connects these contributions is a focus on what we call playful participation. It is through this ludic engagement, we argue, that the contemporary production of knowledge and creative interventions in journalism, research, activism, art, politics, city making, and many other areas, should be understood. The book editors hold positions at Universities in the Netherlands (Utrecht University) and the UK (University of Warwick). They have published widely about digital media technologies, play, and identity.
Media studies --- Political participation. --- Play --- Political aspects. --- Recreations --- Recreation --- Amusements --- Games --- Citizen participation --- Community action --- Community involvement --- Community participation --- Involvement, Community --- Mass political behavior --- Participation, Citizen --- Participation, Community --- Participation, Political --- Political activity --- Political behavior --- Political rights --- Social participation --- Political activists --- Politics, Practical --- Digital media, play, citizen participation, knowledge, citizen science.
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Are the humanities still relevant in the twenty-first century? In the context of pervasive economic liberalism and shrinking budgets, the importance of humanities research for society is increasingly put into question. This volume claims that the humanities do indeed matter by offering empirically grounded critical reflections on contemporary cultural practices, thereby opening up new ways of understanding social life and new directions in humanities scholarship. The contributors argue that the humanities can regain their relevance for society, pose new questions and provide fresh answers, while maintaining their core values: critical reflection, historical consciousness and analytical distance.
Art and society. --- Arts, Modern -- 20th century. --- Civilization, Modern -- 1950-. --- Visual Arts --- Music, Dance, Drama & Film --- Art, Architecture & Applied Arts --- Film --- Visual Arts - General --- Arts, Modern --- Civilization, Modern --- Art --- Art and sociology --- Society and art --- Sociology and art --- Social aspects
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