Networks of Outrage and Hope

Networks of Outrage and Hope
Author: Manuel Castells
Publsiher: John Wiley & Sons
Total Pages: 328
Release: 2015-06-04
Genre: Political Science
ISBN: 9780745695778

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Networks of Outrage and Hope is an exploration of the newforms of social movements and protests that are erupting in theworld today, from the Arab uprisings to the indignadas movement inSpain, from the Occupy Wall Street movement to the social protestsin Turkey, Brazil and elsewhere. While these and similar socialmovements differ in many important ways, there is one thing theyshare in common: they are all interwoven inextricably with thecreation of autonomous communication networks supported by theInternet and wireless communication. In this new edition of his timely and important book, ManuelCastells examines the social, cultural and political roots of thesenew social movements, studies their innovative forms ofself-organization, assesses the precise role of technology in thedynamics of the movements, suggests the reasons for the supportthey have found in large segments of society, and probes theircapacity to induce political change by influencing people’sminds. Two new chapters bring the analysis up-to-date and draw outthe implications of these social movements and protests forunderstanding the new forms of social change and politicaldemocracy in the global network society.

How Canadians Communicate V

How Canadians Communicate V
Author: David Taras,Christopher Waddell
Publsiher: Athabasca University Press
Total Pages: 395
Release: 2016-03-15
Genre: Sports & Recreation
ISBN: 9781771990073

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Fewer Canadians than ever are lacing up skates, swimming lengths at the pool, practicing their curve ball, and experiencing the thrill of competition. However, despite a decline in active participation, Canadians spend enormous amounts of time and money on sports, as fans and followers of sporting events and sports culture. Never has media coverage of sports been more exhaustive, and never has it been more driven by commercial interests and the need to fuel consumerism, on which corporate profits depend. But the power plays now occurring in the arena of sports are by no means solely a matter of money. At issue as well in the media capture of sports are the values that inform our daily lives, the physical and emotional health of the population, and the symbols so long central to a sense of Canadian identity. Writing from a variety of perspectives, the contributors to this collection set out to explore the impact of the media on our reception of, and attitudes toward, sports—to unpack the meanings that sports have for us as citizens and consumers. Some contributors probe the function of sports as spectacle—the escalation of violence, controversies over drug use, and the media’s coverage of tragic deaths—while others shed light on the way in which the media serve to transform sports into a vehicle for the expression of identity and nationalism. The goal is not to score points but to prompt critical discussion of why sports matter in Canadian life and culture and how they contribute to the construction of identity.

Mobile Screens

Mobile Screens
Author: Nanna Verhoeff
Publsiher: Amsterdam University Press
Total Pages: 212
Release: 2012
Genre: Social Science
ISBN: 9789089643797

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"Nanna Verhoeff's new book is a must for anybody interested in visual culture and media theory. It offers a rich and stimulating theoretical account of the central dimension of our contemporary existence--interfacing and navigating both data and physical world through a variety of screens (game consoles, mobile phones, car interfaces, GPS devices, etc.). In the process of exploring these new screen practices, Verhoeff offers fresh perspectives on many of the key questions in media and new media studies as well as a number of new original theoretical concepts. As the first theoretical manual for the society of mobile screens, this book will become an essential reference for all future investigations of our mobile screen condition.--Lev Manovich."--Publisher's description.

The Gameful World

The Gameful World
Author: Steffen P. Walz,Sebastian Deterding
Publsiher: MIT Press
Total Pages: 688
Release: 2015-01-16
Genre: Computers
ISBN: 9780262028004

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What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.

Media Practice and Everyday Agency in Europe

Media Practice and Everyday Agency in Europe
Author: Leif Kramp,Nico Carpentier,Andreas Hepp,Ilija Tomanić,Ilija Tomanić Trivundža,Hannu Nieminen,Risto Kunelius,Tobias Olsson,Ebba Sundin,Richard Kilborn
Publsiher: Unknown
Total Pages: 375
Release: 2014
Genre: Digital media
ISBN: 3943245284

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Common the Development of Literary Culture in Sixteenth Century England

Common  the Development of Literary Culture in Sixteenth Century England
Author: Neil Rhodes
Publsiher: Oxford University Press
Total Pages: 368
Release: 2018-04-26
Genre: Literary Criticism
ISBN: 9780198704102

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This volume explores the development of literary culture in sixteenth-century England as a whole. Beginning with Erasmus's first visit to the country in 1499 and ending in the year of Hamlet a century later, it seeks to explain the relationship between the Reformation and the Elizabethan literary renaissance in the later part of the period. Its central theme is the 'common' in its double sense of something shared and something base, and it argues thatmaking common the work of God is at the heart of the English Reformation just as making common the literature of antiquity and of early modern Europe is at the heart of the English Renaissance. Its centralquestion is 'why was the Renaissance in England so late?'

Diversity of Play

Diversity of Play
Author: Mathias Fuchs
Publsiher: Saint Philip Street Press
Total Pages: 112
Release: 2020-10-09
Genre: Electronic Book
ISBN: 1013287428

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The early days when digital games were new, harmless, and a niche are long gone. Today's games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of our contemporary society. Based on the keynote lectures held at DiGRA2015, "Diversity of Play" provides a critical view on the current stage of digital games from a theoretic, artistic, and practical perspective by pointing towards the uncanny, the power of "unnatural" narratives, and the exceptions and uncertainties of digital ludic environments. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg. This work was published by Saint Philip Street Press pursuant to a Creative Commons license permitting commercial use. All rights not granted by the work's license are retained by the author or authors.

Actionable Gamification

Actionable Gamification
Author: Yu-kai Chou
Publsiher: Packt Publishing Ltd
Total Pages: 500
Release: 2019-12-03
Genre: Computers
ISBN: 9781839210778

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Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key Features Explore what makes a game fun and engaging Gain insight into the Octalysis Framework and its applications Discover the potential of the Core Drives of gamification through real-world scenarios Book Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learn Discover ways to use gamification techniques in real-world situations Design fun, engaging, and rewarding experiences with Octalysis Understand what gamification means and how to categorize it Leverage the power of different Core Drives in your applications Explore how Left Brain and Right Brain Core Drives differ in motivation and design methodologies Examine the fascinating intricacies of White Hat and Black Hat Core Drives Who this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.