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This volume offers systematic and interdisciplinary reflections on the new imagery world opened by the Internet and the digital world. It offers analytical approaches to the visual.
New media art. --- Visual sociology. --- DIGITAL HUMANITIES & NEW MEDIA/New Media Art --- ARTS/General --- CULTURAL STUDIES/Popular Culture --- Sociology --- Visual communication --- Arts, Modern
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The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or "Wiimote") play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming--which eventually led to the release of Sony's Move and Microsoft's Kinect--to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.
Video games --- Nintendo Wii video games. --- Social aspects. --- Wii video games --- Nintendo video games --- GAME STUDIES/General --- CULTURAL STUDIES/Popular Culture --- SOCIAL SCIENCES/Media Studies --- Jeux vidéo --- Nintendo (jeux vidéo) --- Aspect social. --- Jeux vidéo --- Nintendo (jeux vidéo)
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In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic message was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Nintendo video games. --- Video games --- Culture --- Design. --- Study and teaching. --- Nintendo of America Inc. --- GAME STUDIES/Game History --- DIGITAL HUMANITIES & NEW MEDIA/New Media History --- CULTURAL STUDIES/Popular Culture
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Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer.
Amiga (Computer). --- Multimedia systems --- Social aspects. --- Amiga (Computer) --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Commodore computers --- Microcomputers --- GAME STUDIES/General --- CULTURAL STUDIES/Popular Culture --- SOCIAL SCIENCES/Media Studies --- Amiga (ordinateur) --- Multimédias --- Aspect social. --- Multimédias
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"In 'The Well-Played Game', games guru Bernard De Koven explores the interaction of play and games, offering players - as well as game designers, educators, and scholars - a guide to how games work. De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from 'The Well-Played Game'."
Games --- Play (Philosophy) --- Game theory. --- Philosophy. --- Game theory --- 527 --- gamedesign --- simulaties --- multimedia --- virtuele wereld --- creativiteit --- Games, Theory of --- Theory of games --- Mathematical models --- Mathematics --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Philosophy --- informatica - specifieke toepassingen --- Recreation --- GAME STUDIES/General --- CULTURAL STUDIES/Popular Culture --- SOCIAL SCIENCES/Media Studies
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How sonically distinctive digital "signatures"--Including reverb, glitches, and autotuning -- affect the aesthetics of popular music, analyzed in works by Prince, Lady Gaga, and others.
Popular music --- Sound --- Philosophy and aesthetics. --- Production and direction. --- Recording and reproducing --- Digital techniques. --- Digital audio --- Digital sound recording --- Music, Popular --- Music, Popular (Songs, etc.) --- Pop music --- Popular songs --- Popular vocal music --- Songs, Popular --- Vocal music, Popular --- Aesthetics --- Digital electronics --- Music --- Cover versions --- ARTS/Music & Sound Studies --- SOCIAL SCIENCES/Media Studies --- CULTURAL STUDIES/Popular Culture --- Musique populaire --- Philosophie.
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The wide-ranging texts in this book take as their premise the idea that sound is a subject through which popular culture can be analyzed in an innovative way. From an infant's gurgles over a baby monitor to the roar of the crowd in a stadium to the sub-bass frequencies produced by sound systems in the disco era, sound - no necessarily aestheticized as music - is inextricably part of the many domains of popular culture. Expanding the view taken by many scholars of cultural studies, the contributors consider cultural practices concerning sound not merely as semiotic or signifying processes but as material, physical, perceptual, and sensory processes that integrate a multitude or cultural traditions and forms of knowledge. The chapters discuss conceptual issues as well as terminologies and research methods; analyze historical and contemporary practices of sound generation are applied in the diverse fields in which sounds are produced, mastered, distorted, processed, and enhanced. The chapters are not only about sound; they offer a study through sound - echoes from the past, resonances of the present, and the contradictions and discontinuities that suggest the future. -- from dust jacket.
Sound in mass media. --- Sound --- Acoustics --- Continuum mechanics --- Mathematical physics --- Physics --- Pneumatics --- Radiation --- Wave-motion, Theory of --- Mass media --- Social aspects. --- DIGITAL HUMANITIES & NEW MEDIA/General --- ARTS/Music & Sound Studies --- CULTURAL STUDIES/Popular Culture --- Son --- Environnement sonore --- Création artistique --- Bruit --- Musique --- Histoire de la musique --- Média --- Station de radio tv --- Art et langage --- Sociologie de la communication --- Sociologie de la culture --- Sons --- Dans les médias. --- Aspect social. --- Dans les médias.
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"Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T.L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play"--Publisher's description.
Computer games --- Sports --- Internet games --- Competition (Psychology) --- Social aspects --- Sociological aspects --- Psychological aspects --- Computer network resources --- Field sports --- Pastimes --- Recreations --- Recreation --- Athletics --- Games --- Outdoor life --- Physical education and training --- Competitive behavior --- Competitiveness (Psychology) --- Conflict (Psychology) --- Interpersonal relations --- Motivation (Psychology) --- Electronic games --- Motivation in sports --- Sport psychology --- Sports motivation --- Sports psychology --- Sports sciences --- Television games --- Videogames --- Competition (Psychology). --- Internet games. --- Social aspects. --- Computer network resources. --- Psychological aspects. --- SOCIAL SCIENCES/Media Studies --- CULTURAL STUDIES/Popular Culture --- GAME STUDIES/General --- Video games --- Video games.
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Nie war Freundschaft populärer als heute. Sie gilt als entscheidende Zutat für ein gutes und glückliches Leben. Viele haben auch viele Freunde - jedoch will sich das versprochene Glück nicht so recht einstellen. Woran liegt das? Björn Vedder verknüpft in seiner Zeitdiagnose der Freundschaft philosophische Überlegungen mit der Analyse von popkulturellem Material sowie literarischen Klassikern. Er zeigt, was Freundschaft heute bedeutet, wie sie (auch zu uns selbst) gelingen kann und warum Facebook-Freunde echte Freunde sind. Dabei nimmt er die pessimistischen Kulturkritiken der Gegenwart ernst, teilt deren Defätismus aber nicht, sondern zeigt Wege aus den Pathologien der modernen Freundschaft auf. »Dem Autor gelingen [...] phänomenologische Deskriptionen, die Jean-Paul Sartres berühmter Beschreibung einer Ski-Abfahrt gerecht werden.« Roland Braun, Philosophische Rundschau, 64 (2017) »Ein lesenswertes Konzept moderner Freundschaft, das auch reichlich Gelegenheit zu einer eigenen kritischen - vermutlich an einigen Punkten zustimmenden und an anderen widersprechenden Positionierung - bietet. Insofern ist das Buch sicher interessant, für alle die sich in dieser Weise mit dem Konstrukt der Freundschaft auseinandersetzen möchten.« Thomas Molck, www.socialnet.de, 08.11.2017 »Ein wunderbares Buch, anspruchsvoll und ehrlich, und eines, in dem man sich nicht nur dauernd etwas anstreicht, sondern fast schon versucht ist, die angestrichenen Formulierungen auswendig zu lernen. Wer hätte so etwas erwartet.« Christophe Fricker, www.literaturkritik.de, 24.09.2017 »In einer gelungenen Verknüpfung philosophischer Ansätze mit den Freundschaftsinterpretationen antiker Klassiker bis zeitgenössischer Popkultur gelingt [Björn Vedder] ein mediengeschichtlicher Zirkelschlag.« merz, 61/3 (2017) »Psychologisch überzeugend formuliert Björn Vedder einen Gegenentwurf zur pessimistischen Kulturkritik, die in der Aufmerksamkeits-Ökonomie der sozialen Medien nur eitle Selbstbespiegelung erkennt.« Frank Kaspar, WDR3 - Mosaik, 26.05.2017 »[Der Mensch] ist nicht gebunden, er muss sich selbst binden - und dazu braucht er Partnerschaften genauso wie Freundschaften. Zum Verstehen dieser Phänomene muss noch einiges getan werden, Björn Vedders Buch über Neue Freunde ist ein wertvoller Beitrag dazu.« Jörg Friedrich, Hohe Luft, 3 (2017) O-Ton: »Unverzichtbar? - Freundschaft« - Björn Vedder zu Gast beim Philosophischem Radio am 21.04.2017. O-Ton: »Echte Freundschaft per Like-Button?« - Björn Vedder im Gespräch mit Katja Bigalke am 08.04. beim Deutschlandfunk. O-Ton: »Freundschaft in Zeiten von Facebook« - Björn Vedder im Gespräch mit Christoph Leibold am 31.03.2017 auf bayern 2. O-Ton: »Bitte liken, sonst löschen!« - Björn Vedder im Gespräch mit Ulrich Biermann am 29.03.2017 beim Deutschlandfunk. Besprochen in: Der Tagesspiegel, 16.04.2017 iX, 6 (2016), Jürgen Diercks Süddeutsche Zeitung, 26.06.2017, Björn Hayer Neue Stadt, 3 (2019)
Philosophie; Freundschaft; Zeitgenössische Kultur; Kulturwissenschaft; Popkultur; Narzissmus; Glück; Philosophie der Emotionen; Aristoteles; Facebook; Sozialität; Gesellschaft; Sozialphilosophie; Kultursoziologie; Philosophy; Friendship; Contemporary Ulture; Cultural Studies; Popular Culture; Narcissism; Happiness; Philosophy of Emotions; Aristotele; Social Relations; Society; Social Philosophy; Sociology of Culture --- Facebook (Electronic resource) --- Aristotele. --- Contemporary Ulture. --- Cultural Studies. --- Facebook. --- Friendship. --- Happiness. --- Narcissism. --- Philosophy of Emotions. --- Popular Culture. --- Social Philosophy. --- Social Relations. --- Society. --- Sociology of Culture.
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"The affective dynamics of shame, seriousness, and laughter: how humor and feminism function in the #MeToo era"--
Internet and women. --- Internet and activism. --- Feminism. --- Social media. --- Anecdotes. --- Wit and humor. --- Emancipation of women --- Feminist movement --- Women --- Women's lib --- Women's liberation --- Women's liberation movement --- Women's movement --- Social movements --- Anti-feminism --- Bons mots --- Facetiae --- Humor --- Jests --- Jokes --- Ludicrous, The --- Ridiculous, The --- Wit and humor, Primitive --- Literature --- Joking --- Laughter --- User-generated media --- Communication --- User-generated content --- Women and the Internet --- Activism and the Internet --- Social participation --- Ana --- Biography --- Wit and humor --- Emancipation --- Humor. --- CULTURAL STUDIES/Popular Culture --- INFORMATION SCIENCE/Internet Studies --- SOCIAL SCIENCES/Gender Studies --- Activism
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