Digital Culture, Play, and Identity

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Author :
Release : 2008
Genre : Games & Activities
Kind :
Book Rating : 704/5 ( reviews)

Digital Culture, Play, and Identity - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Digital Culture, Play, and Identity write by Hilde Corneliussen. This book was released on 2008. Digital Culture, Play, and Identity available in PDF, EPUB and Kindle. "This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.

Virtual Identities and Digital Culture

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Release : 2023-02-28
Genre : Social Science
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Book Rating : 084/5 ( reviews)

Virtual Identities and Digital Culture - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Virtual Identities and Digital Culture write by Victoria Kannen. This book was released on 2023-02-28. Virtual Identities and Digital Culture available in PDF, EPUB and Kindle. Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.

Play Between Worlds

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Release : 2009-02-13
Genre : Computers
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Book Rating : 543/5 ( reviews)

Play Between Worlds - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Play Between Worlds write by T. L. Taylor. This book was released on 2009-02-13. Play Between Worlds available in PDF, EPUB and Kindle. 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.

Playful Identities

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Release : 2015
Genre : Computer games
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Book Rating : 392/5 ( reviews)

Playful Identities - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Playful Identities write by Michiel de Lange. This book was released on 2015. Playful Identities available in PDF, EPUB and Kindle. In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.

Introduction to Digital Culture

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Release : 2012-07-01
Genre : Social Science
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Book Rating : 503/5 ( reviews)

Introduction to Digital Culture - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Introduction to Digital Culture write by Tessa Joseph Nicholas. This book was released on 2012-07-01. Introduction to Digital Culture available in PDF, EPUB and Kindle. "Introduction to Digital Culture: Living and Thinking in an Information Age" brings together essays on the phenomenon of the Internet and its influence on the humans who create and use it. In a series of accessible readings, this unique anthology explores the ways in which the everyday use of digital media shapes our lives and culture. The essays examine a range of perspectives on the most relevant topics for student readers, including attention, online identity, video games and online role-play, digital-age creativity and piracy, virtuality, and cyberculture. Students are invited to analyze the ethics of online presence through readings by contemporary ethicists. The readings in Introduction to Digital Culture have proven successful in creating an engaging classroom experience and encouraging vibrant discourse among students. Each selection is supplemented with discussion questions and recommendations for further reading and research. This text will appeal to students and instructors across disciplines as a provocative introduction to the social, cultural and ethical questions provoked by life in the Information Age. Tessa Joseph-Nicholas teaches courses on digital culture and cyberculture for the Department of Computer Science at the University of North Carolina at Chapel Hill. She holds a PhD in English and Comparative Literature from UNC-Chapel Hill and an MFA in Creative Writing from Cornell University. She is co-recipient of an Innovations Grant from UNC s Institute for the Arts and Humanities, which will support two years of study, symposia, and creative collaborations on alternative and serious video games.