Getting It On Online

Getting It On Online
Author: John Edward Campbell
Publisher: Routledge
Total Pages: 242
Release: 2014-04-04
Genre: Computers
ISBN: 1317712722

Learn how gay men use Internet technologies to connect with others sharing their erotic desires and to forge affirming communities online! Getting It On Online: Cyberspace, Gay Male Sexuality, and Embodied Identity examines the online embodied experiences of gay men. At once scholarly and sensual, this unique book is the result of a three-year ethnographic study chronicling the activities on three distinct social scenes in the world of Internet Relay Chat (IRC)—virtual spaces constructed by gay men for the erotic exploration of the male body. Examining the vital role the body plays in defining these online spaces offers insight into how gay men negotiate their identities through emerging communication technologies. The author combines a critical look at the role of the body in cyberspace with candid accounts of his own online experiences to challenge conventional views on sex, sexuality, and embodied identity. Getting It On Online provides an inside look at three specific online communities—gaychub (a community celebrating male obesity), gaymuscle (a community formulated around images of the muscular male body), and gaymusclebears (a space representing the erotic convergence of the obese and muscular male bodies emerging out of the gay male “bear” subculture)—in an effort to unsettle those models of beauty and the erotic depicted in more mainstream media. The book demonstrates how the social position of these men in the physical world in regards to age, race, gender, class, and physical beauty influences their online experiences. Far from a realm of bodiless exultation, Getting It On Online illustrates how the flesh remains very much present in cyberspace. Getting It On Online examines topics such as: why people chat online the history of IRC (Internet Relay Chat) how people construct their identities in cyberspace how some online spaces function like virtual gay bars the concept of online disembodiment the role the body plays in online social relations the future of online communication ethnographic research in cyberspace mediated images of the male body and the gay male beauty myth and much more! Getting It On Online: Cyberspace, Gay Male Sexuality, and Embodied Identity is an essential resource for anthropologists, sociologists, and psychologists; academics working in gender studies, queer theory, cultural studies, and cyber-culture studies; and anyone interested in gay and lesbian issues and/or cyberspace.

Attention! This Book Will Make You Money

Attention! This Book Will Make You Money
Author: Jim F. Kukral
Publisher: John Wiley & Sons
Total Pages: 306
Release: 2010-07-16
Genre: Business & Economics
ISBN: 0470880686

Drive Web traffic and take your business into the future In todays social Web marketplace, attention equals revenue. When you direct more attention online to your brand or business, you drive more long-term revenue. Regardless of who you are or how small your business is, you can have a huge impact using free Internet tools...provided you understand and correctly apply the latest techniques. Attention! gives you an educational and motivational guide to using social media to market your brand or business online. In three parts, you'll discover everything you need to know to get off the ground and thrive in the social mediasphere, including The tools, techniques and tricks to get attention online and turn that attention into profit The theory behind the importance of making your mark on the Internet How other businesses and individuals made money from online marketing Whether you're just starting your business, just moving it online, or already established and looking to take your business to the next level, Attention! is the key to success.

Get Seen

Get Seen
Author: Steve Garfield
Publisher: Wiley
Total Pages: 256
Release: 2010-01-15
Genre: Business & Economics
ISBN: 0470606398

The era of online video has arrived—now make it work for your business In the last year, the world of online video exploded. Hollywood got into the game, professional actors and writers joined in, and independent producers looked to find their niche. Now, companies are wide awake to the opportunities for product and brand promotion as well as customer engagement. So how do you want to fit into the new online video universe? The must-have guide, Get Seen by Steve Garfield, the "Paul Revere of video blogging," offers a quick and complete toolkit to get you up to speed on the latest that online video and related media have to offer. Examines success stories of how companies have used online video Presents a series of plans and tools that businesses can follow as they expand onto the social web Provides clear step by step directions on how to record, edit, and export videos, where to post them, how to build a community around their content, and what to do to increase views by making it go viral If you're ready to take full advantage of online video's many benefits, Get Seen is the one resource you need.

Getting Online

Getting Online
Author:
Publisher:
Total Pages: 12
Release: 1995
Genre: Information storage and retrieval systems
ISBN:

Getting the Most from Online Learning

Getting the Most from Online Learning
Author: George M. Piskurich
Publisher: John Wiley & Sons
Total Pages: 196
Release: 2004-05-12
Genre: Business & Economics
ISBN: 0787977012

Getting the Most from Online Learning is a must-have resource that helps people, become better e-learners by showing them how to prepare for, participate in, and apply e-learning in all its variations. Written by the leaders in e-learning, this book is filled with practical ideas, suggestions, and information about a wide variety of topics including how to: Participate effectively in on-line learning experiences Contribute to and learn from discussion groups and chat rooms Handle e-learning peer evaluations Participate in online group projects In addition, the expert authors share their personal e-learning experiences and show how they have mastered the discipline of e-learning for themselves.

Game Worlds Get Real

Game Worlds Get Real
Author: Zek Valkyrie
Publisher: Bloomsbury Publishing USA
Total Pages: 256
Release: 2017-07-14
Genre: Art
ISBN: 1440851298

This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.

Snappsy the Alligator (Did Not Ask to Be in This Book)

Snappsy the Alligator (Did Not Ask to Be in This Book)
Author: Julie Falatko
Publisher: Penguin
Total Pages: 44
Release: 2016-02-02
Genre: Juvenile Fiction
ISBN: 0698154940

Snappsy the alligator is having a normal day when a pesky narrator steps in to spice up the story. Is Snappsy reading a book ... or is he making CRAFTY plans? Is Snappsy on his way to the grocery store ... or is he PROWLING the forest for defenseless birds and fuzzy bunnies? Is Snappsy innocently shopping for a party ... or is he OBSESSED with snack foods that start with the letter P? What's the truth? Snappsy the Alligator (Did Not Ask to Be in This Book) is an irreverent look at storytelling, friendship, and creative differences, perfect for fans of Mo Willems.

Online Gaming: 12 Things You Need to Know

Online Gaming: 12 Things You Need to Know
Author: Jill Roesler
Publisher: 12-Story Library
Total Pages: 0
Release: 2016
Genre: Juvenile Nonfiction
ISBN: 9781632352224

This title provides 12 informative questions and answers about online identity and privacy.

Getting in the Groove

Getting in the Groove
Author: Christine Sipes
Publisher: Alfred Music
Total Pages: 0
Release: 2011-05
Genre: Music
ISBN: 9780739068205

Getting in the Groove is the easy, up-to-date, multicultural, non-threatening, timely, and fun way to teach creating and improvising through drumming. This exciting curriculum covers drumming across the globe, from West African to Taiko styles. You do not have to be a drummer to teach this book. All rhythms and examples are on the recording for easy teaching and use in the classroom. Getting in the Groove addresses all types of learning styles and aligns with current teaching methodologies, as well as the National Standards for Music Education. Reproducible worksheets, quizzes, and assessments are included. Intended for late elementary to middle school. Sipes reminds readers that music is for everyone, and Getting in the Groove supports this claim with a step-by-step drumming curriculum to teach students easily grasped rhythms in group settings." --Blogcritics.org"