Digital Culture, Play, and Identity

Digital Culture, Play, and Identity
Author: Hilde Corneliussen
Publisher: MIT Press
Total Pages: 313
Release: 2008
Genre: Games & Activities
ISBN: 0262033704

"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.

Introduction to Digital Culture

Introduction to Digital Culture
Author: Tessa Joseph Nicholas
Publisher: Cognella Academic Publishing
Total Pages: 264
Release: 2012-07-01
Genre: Social Science
ISBN: 9781609271503

"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.

Playful Identities

Playful Identities
Author: Michiel de Lange
Publisher:
Total Pages: 0
Release: 2015
Genre: Computer games
ISBN: 9789089646392

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.

Play Between Worlds

Play Between Worlds
Author: T. L. Taylor
Publisher: MIT Press
Total Pages: 206
Release: 2009-02-13
Genre: Computers
ISBN: 0262250543

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.

Young People and Social Media: Contemporary Children’s Digital Culture

Young People and Social Media: Contemporary Children’s Digital Culture
Author: Steve Gennaro
Publisher: Vernon Press
Total Pages: 455
Release: 2021-10-05
Genre: Social Science
ISBN: 1648893201

‘Young People and Social Media: Contemporary Children’s Digital Culture’ explores the practices, relationships, consequences, benefits, and outcomes of children’s experiences with, on, and through social media by bringing together a vast array of different ideas about childhood, youth, and young people’s lives. These ideas are drawn from scholars working in a variety of disciplines, and rather than just describing the social construction of childhood or an understanding of children’s lives, this collection seeks to encapsulate not only how young people exist on social media but also how their physical lives are impacted by their presence on social media. One of the aims of this volume in exploring youth interaction with social media is to unpack the structuring of digital technologies in terms of how young people access the technology to use it as a means of communication, a platform for identification, and a tool for participation in their larger social world. During longstanding and continued experience in the broad field of youth and digital culture, we have come to realize that not only is the subject matter increasing in importance at an immeasurable rate, but the amount of textbooks and/or edited collections has lagged behind considerably. There is a lack of sources that fully encapsulate the canon of texts for the discipline or the rich diversity and complexity of overlapping subject areas that create the fertile ground for studying young people’s lives and culture. The editors hope that this text will occupy some of that void and act as a catalyst for future interdisciplinary collections. ‘Young People and Social Media: Contemporary Children’s Digital Culture’ will appeal to undergraduate students studying Child and Youth Studies and—given the interdisciplinary nature of the collection— scholars, researchers and students at all levels working in anthropology, psychology, sociology, communication studies, cultural studies, media studies, education, and human rights, among others. Practitioners in these fields will also find this collection of particular interest.

Seeing Ourselves Through Technology

Seeing Ourselves Through Technology
Author: Jill W. Rettberg
Publisher: Springer
Total Pages: 110
Release: 2014-10-02
Genre: Social Science
ISBN: 1137476664

This book is open access under a CC BY license. Selfies, blogs and lifelogging devices help us understand ourselves, building on long histories of written, visual and quantitative modes of self-representations. This book uses examples to explore the balance between using technology to see ourselves and allowing our machines to tell us who we are.

Reading Digital Culture

Reading Digital Culture
Author: David Trend
Publisher: Wiley-Blackwell
Total Pages: 384
Release: 2001-02-08
Genre: Social Science
ISBN: 9780631223016

Computer technology has transformed many fundamental parts of life: how we work and play, how we communicate and consume, how we create knowledge and learn, even how we understand politics and participate in public life. Reading Digital Culture is a comprehensive collection of the most influential essays on digital media written in recent years.

Serious Play

Serious Play
Author: Catherine Beavis
Publisher: Taylor & Francis
Total Pages: 251
Release: 2017-05-08
Genre: Education
ISBN: 1134979045

Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.

Video Games as Culture

Video Games as Culture
Author: Daniel Muriel
Publisher: Routledge
Total Pages: 198
Release: 2018-03-14
Genre: Social Science
ISBN: 1317223926

Video games are becoming culturally dominant. But what does their popularity say about our contemporary society? This book explores video game culture, but in doing so, utilizes video games as a lens through which to understand contemporary social life. Video games are becoming an increasingly central part of our cultural lives, impacting on various aspects of everyday life such as our consumption, communities, and identity formation. Drawing on new and original empirical data – including interviews with gamers, as well as key representatives from the video game industry, media, education, and cultural sector – Video Games as Culture not only considers contemporary video game culture, but also explores how video games provide important insights into the modern nature of digital and participatory culture, patterns of consumption and identity formation, late modernity, and contemporary political rationalities. This book will appeal to undergraduate and postgraduate students, as well as postdoctoral researchers, interested in fields such Video Games, Sociology, and Media and Cultural Studies. It will also be useful for those interested in the wider role of culture, technology, and consumption in the transformation of society, identities, and communities.