Identity Games

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Publisher : MIT Press
ISBN 13 : 0262090457
Total Pages : 269 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Identity Games by : Anikó Imre

Download or read book Identity Games written by Anikó Imre and published by MIT Press. This book was released on 2009 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of the unique, hybrid media practices generated by Eastern Europe's accelerated transition from late communism to late capitalism. Eastern Europe's historically unprecedented and accelerated transition from late communism to late capitalism, coupled with media globalization, set in motion a scramble for cultural identity and a struggle over access to and control over media technologies. In Identity Games, Anikó Imre examines the corporate transformation of the postcommunist media landscape in Eastern Europe. Avoiding both uncritical techno-euphoria and nostalgic projections of a simpler, better media world under communism, Imre argues that the demise of Soviet-style regimes and the transition of postcommunist nation-states to transnational capitalism has crucial implications for understanding the relationships among nationalism, media globalization, and identity. Imre analyzes situations in which anxieties arise about the encroachment of global entertainment media and its new technologies on national culture, examining the rich aesthetic hybrids that have grown from the transitional postcommunist terrain. She investigates the gaps and continuities between the last communist and first post-communist generations in education, tourism, and children's media culture, the racial and class politics of music entertainment (including Roma Rap and Idol television talent shows), and mediated reconfigurations of gender and sexuality (including playful lesbian media activism and masculinity in "carnivalistic" post-Yugoslav film). Throughout, Imre uses the concepts of play and games as metaphorical and theoretical tools to explain the process of cultural change -- inspired in part by the increasing "ludification" of the global media environment and the emerging engagement with play across scholarly disciplines. In the vision that Imre offers, political and cultural participation are seen as games whose rules are permanently open to negotiation.

Jewish Law Review

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Publisher : Torah Aura Productions
ISBN 13 : 9780933873780
Total Pages : 100 pages
Book Rating : 4.8/5 (737 download)

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Book Synopsis Jewish Law Review by : Hillel Gamoran

Download or read book Jewish Law Review written by Hillel Gamoran and published by Torah Aura Productions. This book was released on 2003-06 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Gaming Sexism

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Publisher : NYU Press
ISBN 13 : 1479802204
Total Pages : 274 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Gaming Sexism by : Amanda C. Cote

Download or read book Gaming Sexism written by Amanda C. Cote and published by NYU Press. This book was released on 2020-09-01 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

National Identity Politics and Postcolonial Sovereignty Games

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Author :
Publisher : Museum Tusculanum Press
ISBN 13 : 8763545020
Total Pages : 154 pages
Book Rating : 4.7/5 (635 download)

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Book Synopsis National Identity Politics and Postcolonial Sovereignty Games by : Ulrik Pram Gad

Download or read book National Identity Politics and Postcolonial Sovereignty Games written by Ulrik Pram Gad and published by Museum Tusculanum Press. This book was released on 2016-10-07 with total page 154 pages. Available in PDF, EPUB and Kindle. Book excerpt: Greenland views itself as being on the way to sovereignty. This image – and the tensions involved in it – structure the triangular relation between the EU, Greenland and Denmark. The central Other of Greenland has for a couple of centuries been Denmark, the colonial overlord. The national identity discourses of Greenland and Denmark both idealize national homogeneity. A central condition for a continuation of Rigsfællesskabet, the 'community of the realm' including Greenland and Denmark, is the idea that Greenland still needs external assistance in its development towards independence - and that this idea can be formulated in a way which does not infantilize Greenland metaphorically. As part of the postcolonial diversification of Greenland's dependency, the bilateral relation between Denmark and Greenland has gradually been opened up to involve 'other others'. Meanwhile, a discourse prognosticates that climate change is opening up the Arctic to minerals extraction and commerce. In these circumstances, the triangular relation with the EU is played out as a series of rhetorical and practical 'sovereignty games', in Nuuk, Copenhagen and Brussels. Particularly, a number of strategies are employed to minimize the apparent role of Denmark for the Greenlandic relations to the EU. The book approaches these changes in national identity discourse and practical foreign policy in five analytical steps: The core concepts organizing Danish and Greenlandic identity are identified in discourse analyses. Political debates are read as political identity negotiations. The practical diplomatic management of clashing identity discourses is uncovered via qualitative interviews with key actors (politicians, diplomats, and civil servants from Greenland, Denmark and the EU). Legal texts are approached as the 'frozen' outcome of rhetorical and practical sovereignty games. Finally, the book develops scenarios for the future and concludes by pointing out how the continuation of the community of the realm may have a better chance if conceived as an 'ever looser union'. One way for Denmark of facilitating this image would be to employ its diplomacy in the service of diversifying Greenland's dependence - following the example set in relation to the EU.

The Creator’s Game

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Publisher : UBC Press
ISBN 13 : 0774836059
Total Pages : 364 pages
Book Rating : 4.7/5 (748 download)

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Book Synopsis The Creator’s Game by : Allan Downey

Download or read book The Creator’s Game written by Allan Downey and published by UBC Press. This book was released on 2018-02-21 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lacrosse has been a central element of Indigenous cultures for centuries, but once non-Indigenous players entered the sport, it became a site of appropriation – then reclamation – of Indigenous identities. The Creator’s Game focuses on the history of lacrosse in Indigenous communities from the 1860s to the 1990s, exploring Indigenous-non-Indigenous relations and Indigenous identity formation. While the game was being appropriated in the process of constructing a new identity for the nation-state of Canada, it was also being used by Indigenous peoples to resist residential school experiences, initiate pan-Indigenous political mobilization, and articulate Indigenous sovereignty. This engaging and innovative book provides a unique view of Indigenous self-determination and nationhood in the face of settler-colonialism.

Social Games and Identity in the Higher Education Workplace

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Author :
Publisher : Springer
ISBN 13 : 1137518030
Total Pages : 222 pages
Book Rating : 4.1/5 (375 download)

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Book Synopsis Social Games and Identity in the Higher Education Workplace by : Michelle Addison

Download or read book Social Games and Identity in the Higher Education Workplace written by Michelle Addison and published by Springer. This book was released on 2016-07-15 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: We all play games at work – but have you ever wondered how your identity becomes bound up with game playing? This book is about employees in the Higher Education workplace and it provides an interpretation of why people act the way they do at work as an expression of game playing. It offers an insight into how people try to adapt and fit in at work by looking at how value is attached to certain identities through the lens of class and gender. The figure of the 'chav', the 'emotional woman', 'The Grafter', and 'Mrs. Bucket', are explored in detail as representations of what kinds of people are permitted, or not, to fit in at work. These identities are topical, and may even be familiar to readers, but the author’s analysis of them challenges why they exist, what function these identities serve at work, and who is able to deploy and inscribe them as part of the games people play at work.

Digital Culture, Play, and Identity

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Publisher : MIT Press
ISBN 13 : 0262033704
Total Pages : 313 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Digital Culture, Play, and Identity by : Hilde Corneliussen

Download or read book Digital Culture, Play, and Identity written by Hilde Corneliussen and published by MIT Press. This book was released on 2008 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.

Gaming as Culture

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Author :
Publisher : McFarland
ISBN 13 : 0786454067
Total Pages : 233 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Gaming as Culture by : J. Patrick Williams

Download or read book Gaming as Culture written by J. Patrick Williams and published by McFarland. This book was released on 2014-01-10 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer's social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

Rule Britannia: Nationalism, Identity and the Modern Olympic Games

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Author :
Publisher : Routledge
ISBN 13 : 1317979761
Total Pages : 230 pages
Book Rating : 4.3/5 (179 download)

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Book Synopsis Rule Britannia: Nationalism, Identity and the Modern Olympic Games by : Matthew P. Llewellyn

Download or read book Rule Britannia: Nationalism, Identity and the Modern Olympic Games written by Matthew P. Llewellyn and published by Routledge. This book was released on 2014-06-11 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: On 6 July 2005, the International Olympic Committee awarded the 2012 summer Olympic Games to the city of London, opening a new chapter in Great Britain’s rich Olympic history. Despite the prospect of hosting the summer Games for the third time since Pierre de Coubertin’s 1894 revival of the Olympic movement, the historical roots of British Olympism have received limited scholarly attention. With the conclusion of the 2008 Beijing Olympics and the passing of the baton to London, Rule Britannia remedies that oversight. This book uncovers Britain’s early Olympic involvement, revealing how the British public, media, and leading governmental officials were strongly opposed to international Olympic competition. It explores how the British Olympic Association focused on three main factors in the midst of widespread national opposition: it embraced early Olympian spectacles as a platform for maintaining a sporting union with Ireland, it fostered a greater sense of imperial identity with Britain’s white dominions, and it undertook an ambitious policy of athletic specialization designed to reverse the nation’s waning fortunes in international sport. This book was previously published as a special issue of International Journal of the History of Sport.

The Elusive Shift

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Publisher : MIT Press
ISBN 13 : 0262360942
Total Pages : 332 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis The Elusive Shift by : Jon Peterson

Download or read book The Elusive Shift written by Jon Peterson and published by MIT Press. This book was released on 2020-12-22 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre. When Dungeon & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games. D&D is now popularly considered to be the first role-playing game. But in the original rules, the term "role-playing" is nowhere to be found; D&D was marketed as a war game. In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games--and by doing so, established a new genre of games.

My Avatar, My Self

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Publisher : McFarland
ISBN 13 : 0786454091
Total Pages : 209 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis My Avatar, My Self by : Zach Waggoner

Download or read book My Avatar, My Self written by Zach Waggoner and published by McFarland. This book was released on 2014-01-10 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.

The National Games and National Identity in China

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Author :
Publisher : Routledge
ISBN 13 : 1351810715
Total Pages : 187 pages
Book Rating : 4.3/5 (518 download)

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Book Synopsis The National Games and National Identity in China by : Liu Li

Download or read book The National Games and National Identity in China written by Liu Li and published by Routledge. This book was released on 2017-07-14 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: The history of China’s National Games reflects both the transformation of elite sport in China and wider Chinese society. This is the first book to describe the origins and development of the National Games through their dynamic relationship with Chinese politics, nationalism and identity in the modern era. Looking specifically at the role of the National Games in China’s changing social, political and economic circumstances from 1910 to 2009, this book uncovers how the National Games reflected the shifts in state-led nationalist ideologies within three historical eras: the late Qing Dynasty and Republican China (1910-1948), the early People’s Republic of China (1959-1979) and the People’s Republic of China in the post-1980s (1983–2009). It also examines how the National Games were reformed to serve China’s Olympic Strategy in the context of globalization and commercialization from the 1980s onwards. Full of original insights into archive material, each chapter sheds new light on the social, cultural and political significance of this sporting mega-event in the shaping of modern China. This is fascinating reading for anybody with an interest in the politics, history and culture of China.

Ready Player Two

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Publisher : U of Minnesota Press
ISBN 13 : 1452954992
Total Pages : 246 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Ready Player Two by : Shira Chess

Download or read book Ready Player Two written by Shira Chess and published by U of Minnesota Press. This book was released on 2017-10-01 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.

Student Culture and Identity in Higher Education

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Publisher : IGI Global
ISBN 13 : 1522525521
Total Pages : 366 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Student Culture and Identity in Higher Education by : Shahriar, Ambreen

Download or read book Student Culture and Identity in Higher Education written by Shahriar, Ambreen and published by IGI Global. This book was released on 2017-03-27 with total page 366 pages. Available in PDF, EPUB and Kindle. Book excerpt: The pursuit of higher education has become increasingly popular among students of many different backgrounds and cultures. As these students embark on higher learning, it is imperative for educators and universities to be culturally sensitive to their differing individualities. Student Culture and Identity in Higher Education is an essential reference publication including the latest scholarly research on the impact that gender, nationality, and language have on educational systems. Featuring extensive coverage on a broad range of topics and perspectives such as internationalization, intercultural competency, and gender equity, this book is ideally designed for students, researchers, and educators seeking current research on the cultural issues students encounter while seeking higher education.

Handbook of Research Methods for Studying Identity In and Around Organizations

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Author :
Publisher : Edward Elgar Publishing
ISBN 13 : 180220797X
Total Pages : 311 pages
Book Rating : 4.8/5 (22 download)

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Book Synopsis Handbook of Research Methods for Studying Identity In and Around Organizations by : Ingo Winkler

Download or read book Handbook of Research Methods for Studying Identity In and Around Organizations written by Ingo Winkler and published by Edward Elgar Publishing. This book was released on 2023-07-01 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: This practical yet cutting-edge Handbook includes both established and innovative methods for studying identity in management, organisations, and cognate fields. Incorporating a breadth of narrative, visual, ethnographic and embodied methods, as well as ways for analysing naturally occurring data, this Handbook offers exciting new interdisciplinary perspectives on the study of identity in and around organisations.

Exploring Videogames: Culture, Design and Identity

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Publisher : BRILL
ISBN 13 : 1848882408
Total Pages : 189 pages
Book Rating : 4.8/5 (488 download)

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Book Synopsis Exploring Videogames: Culture, Design and Identity by : Nick Webber

Download or read book Exploring Videogames: Culture, Design and Identity written by Nick Webber and published by BRILL. This book was released on 2019-01-04 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume was first published by Inter-Disciplinary Press in 2013. This volume brings together perspectives on videogames and interactive entertainment from film and media studies, Russian studies, health, philosophy and human-computer interaction, among others. It includes theoretically and practically-informed explorations of the nature of games, their design and development, and their communities and culture.

Identity and Digital Communication

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000836711
Total Pages : 236 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis Identity and Digital Communication by : Rob Cover

Download or read book Identity and Digital Communication written by Rob Cover and published by Taylor & Francis. This book was released on 2023-02-20 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive text explores the relationship between identity, subjectivity and digital communication, providing a strong starting point for understanding how fast-changing communication technologies, platforms, applications and practices have an impact on how we perceive ourselves, others, relationships and bodies. Drawing on critical studies of identity, behaviour and representation, Identity and Digital Communication demonstrates how identity is shaped and understood in the context of significant and ongoing shifts in online communication. Chapters cover a range of topics including advances in social networking, the development of deepfake videos, intimacies of everyday communication, the emergence of cultures based on algorithms, the authenticities of TikTok and online communication’s setting as a site for hostility and hate speech. Throughout the text, author Rob Cover shows how the formation and curation of self-identity is increasingly performed and engaged with through digital cultural practices, affirming that these practices must be understood if we are to make sense of identity in the 2020s and beyond. Featuring critical accounts, everyday examples and analysis of key platforms such as TikTok, this textbook is an essential primer for scholars and students in media studies, psychology, cultural studies, sociology, anthropology, computer science, as well as health practitioners, mental health advocates and community members.