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Pokemon Memes 2
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Download or read book Pokemon Memes 2 written by Jack Jokes and published by PeteyRF Creative. This book was released on 2017-02-01 with total page 51 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pokemon Memes 2
Download or read book Pokemon Go Memes 2 written by Jack Jokes and published by PeteyRF Creative. This book was released on 2016-08-04 with total page 55 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pokemon Go Memes 2
Download or read book Pokemon Memes written by Pokemon Memes and published by Pokemon Memes. This book was released on with total page 1067 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 1000+ Memes of your favorite Pokemon Arts and much more pokemon memes pokemon memes clean pokemon memes dirty pokemon memes funny pokemon memes gif pokemon memes cards pokemon memes 2021 pokemon memes reddit pokemon memes clean funny pokemon memes 2022 pokemon memes pokemon memes clean funny pokemon memes cursed pokemon memes pokemon memes dirty shiny pokemon memes twitch plays pokemon memes pokemon memes only pokemon fans would get dank pokemon memes who's that pokemon memes funniest pokemon memes
Book Synopsis The Social Media Age by : Zoetanya Sujon
Download or read book The Social Media Age written by Zoetanya Sujon and published by SAGE. This book was released on 2021-04-07 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exploring power and participation in a connected world. Social media are all around us. For many, they are the first things to look at upon waking and the last thing to do before sleeping. Integrated seamlessly into our private and public lives, they entertain, inform, connect (and sometimes disconnect) us. They’re more than just social though. In addition to our experiences as everyday users, understanding social media also means asking questions about our society, our culture and our economy. What we find is dense connections between platform infrastructures and our experience of the social, shaped by power, shifting patterns of participation, and a widening ideology of connection. This book introduces and examines the full scope of social media. From the social to the technological, from the everyday to platform industries, from the personal to the political. It brings together the key concepts, theories and research necessary for making sense of the meanings and consequences of social media, both hopefully and critically. Dr Zoetanya Sujon is a Senior Lecturer and Programme Director for Communications and Media at London College of Communication, University of the Arts London.
Book Synopsis Handbook of Digital Public History by : Serge Noiret
Download or read book Handbook of Digital Public History written by Serge Noiret and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-04-04 with total page 562 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook provides a systematic overview of the present state of international research in digital public history. Individual studies by internationally renowned public historians, digital humanists, and digital historians elucidate central issues in the field and present a critical account of the major public history accomplishments, research activities, and practices with the public and of their digital context. The handbook applies an international and comparative approach, looks at the historical development of the field, focuses on technical background and the use of specific digital media and tools. Furthermore, the handbook analyzes connections with local communities and different publics worldwide when engaging in digital activities with the past, indicating directions for future research, and teaching activities.
Book Synopsis Mixed Reality and Games by : Emir Bektic
Download or read book Mixed Reality and Games written by Emir Bektic and published by transcript Verlag. This book was released on 2020-10-31 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.
Download or read book Anime and Manga written by and published by PediaPress. This book was released on with total page 1563 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Augmented Cognition by : Dylan D. Schmorrow
Download or read book Augmented Cognition written by Dylan D. Schmorrow and published by Springer Nature. This book was released on 2022-05-17 with total page 431 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 16th International Conference on Augmented Cognition, AC 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The AC 2022 proceedings aims to develop adaptive systems capable of extending the information management capacity of individuals through computing technologies and offers a broad range of theoretical and applied issues related to Augmented Cognition and its applications.
Book Synopsis 100 Greatest Video Game Franchises by : Robert Mejia
Download or read book 100 Greatest Video Game Franchises written by Robert Mejia and published by Rowman & Littlefield. This book was released on 2017-08-17 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games take players on a trip through ancient battlefields, to mythic worlds, and across galaxies. They provide players with a way to try on new identities and acquire vast superpowers. Video games also give people the chance to hit reset – to play again and again until they achieve a desired outcome. Their popularity has enabled them to grow far beyond their humble origins and to permeate other forms of popular culture, from comic books and graphic novels to films and television programs. Video games are universal. In 100 Greatest Video Game Franchises, editors Robert Mejia, Jaime Banks, and Aubrie Adams have assembled essays that identify, assess, and reveal the most important video games of all-time. Each entry makes a case for the game’s cultural significance and why it deserves to be on the list, from its influence on other games to its impact on an international scale. In addition to providing information about the game developer and when the franchise was established, these entries explore the connections between the different video games, examining them across genre, theme, and content. This accessible collection of essays gives readers an opportunity to gauge their favorite video game franchises against the best of all time and argue how they each fit among the 100 greatest ever created. Whether casually looking up information on these games or eager to learn how franchises evolved over the years, readers will enjoy this entertaining and informative volume. Comprehensive and engaging, 100 Greatest Video Game Franchises will appeal to fans and scholars alike.
Book Synopsis Le 4Chan's Favorite Pokemans by : Hugh Mungus
Download or read book Le 4Chan's Favorite Pokemans written by Hugh Mungus and published by Lulu.com. This book was released on 2016-10-09 with total page 35 pages. Available in PDF, EPUB and Kindle. Book excerpt: This was literately made just to check out Lulu.com to see if it worked for me. I'm not making any choices for you, but just keep in mind that I made this just to test out this website.
Book Synopsis Online Virality by : Valérie Schafer
Download or read book Online Virality written by Valérie Schafer and published by Walter de Gruyter GmbH & Co KG. This book was released on 2024-08-19 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book Online Virality, edited by Valérie Schafer and Fred Pailler (C2DH, University of Luxembourg), aims to provide a comprehensive examination of online virality. It explores the many ways we can think about this modern phenomenon and analyse the circulation, reception, and evolution of viral born-digital content. Virality and content sharing always intertwine material, infrastructural, visual and discursive elements. This involves various platforms, stakeholders, intermediaries, social groups and communities that are constantly (re)defining themselves. Regulation, curation and content moderation politics, as well as affects and emotions (fears, humour, empathy, hatred...), are also at the core of online virality. The publication offers an interdisciplinary overview on online virality by including different types of scientific inputs, such as precise case studies, various methodological approaches (including close and distant reading, visual studies, discourse analysis, etc.), as well as historical and socio-technical analyses. The book is organised around three main topics: Expressions and Genres; Mobilisations and Engagements; Circulation and Infrastructures. The first part explores the semiotics of virality, the diverse and creative forms of expression, specific genres, the relation to other media, and the affective side of virality, such as using humour or provocation. The second part focuses on the political dimension of memes and viral content and their use in the context of controversy or political and ideological opposition. Finally, the third part delves into the often understudied but essential side of virality, by examining the role of platforms and their curation, in short, the infrastructural dimension of virality. These three parts allow us to question such fundamental notions linked to virality as, among others, circulation, reception, economy of attention, instrumentalisation and affect. This volume brings together authors from various disciplines, including semiotics, history, information and communication sciences, computer science, digital humanities, media studies. In addition, the contributors approach the question via case studies that allow for a perspective that is not exclusively US and European-centred. Some chapters explore virality in Brazil, Chile, while the book also examines a wide variety of platforms (YouTube, Twitter, Instagram, TikTok, video game platforms, etc.).
Book Synopsis Digital Mythology and the Internet's Monster by : Vivian Asimos
Download or read book Digital Mythology and the Internet's Monster written by Vivian Asimos and published by Bloomsbury Publishing. This book was released on 2021-01-28 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exploring a prominent digital mythology, this book proposes a new way of viewing both online narratives and the online communities which tell them. The Slender Man – a monster known for making children disappear and causing violent deaths to the adults who seek to know more about him – is used as an extended case study to explore the role of digital communities, as well as the question of the existence of a broader “digital culture”. Structural anthropological mythic analysis and ethnographic details demonstrate how the Slender Man mythology is structured, and how its everlasting nature in the online communities demonstrates an importance of the mythos.
Book Synopsis Software Business by : Xiaofeng Wang
Download or read book Software Business written by Xiaofeng Wang and published by Springer Nature. This book was released on 2021-11-26 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 12th International Conference on Software Business, ICSOB 2021, which was held during December 2-3, 2021. The conference was originally planned to take place in Drammen, Norway, but changed to an online format due to the COVID-19 pandemic. The special theme of ICSOB 2021 was software sustainability. The 13 full papers and 5 short papers presented were carefully reviewed and selected from 39 submissions. They deal with a range of topics including software sustainability, Agile development, DevOps, software startups, prototyping, software ecosystems, crowdsourcing platforms, technical debts, and risk management.
Book Synopsis Manifestations of Queerness in Video Games by : Gaspard Pelurson
Download or read book Manifestations of Queerness in Video Games written by Gaspard Pelurson and published by Taylor & Francis. This book was released on 2022-07-29 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming. Situated at the intersection of New Media, Game, Cultural and Queer Studies, the book navigates diverse interspecies relationships, queer villains from the past, Pokémon memes on border politics, flânerie in post-industrial cities and one-sided erotic fights. It provides new critical engagements with the works of Jose Esteban Muñoz, Bonnie Ruberg, Guy Debord and Jack Halberstam, examining queer representation, gaming subcultures and dissident play practices. Making the bold claim that video games might be the queerest medium today, this book provides organic, self-reflective and, ultimately, thought-provoking thinking in which both games and gamers are queered. This book will be of interest to scholars researching game studies, sex, gender and sexuality in new media, but also readers interested in literature, digital media, society, participatory culture and queer studies.
Book Synopsis Digital Culture and Society by : Kate Orton-Johnson
Download or read book Digital Culture and Society written by Kate Orton-Johnson and published by SAGE Publications Limited. This book was released on 2024-02-23 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a critical introduction to the ways in which digital technologies have enabled new types of interactions, experiences and collaborations across a range of platforms and media, profoundly shaping our socio-cultural landscapes. These discussions are grounded in classical sociological concepts; community, the self, gender, consumption, power and exclusion and inequality, to demonstrate the continuities that exist between sociological studies of ‘real’ world phenomena and their digital counterparts. Examining the various debates around methods in digital sociology in recent years, this book provides an accessible and engaging guide to using methodologies to study digital technology. From the moment we wake up until we go to bed, many of us constantly use digital technologies. Our mobile phones have become our maps, banks, newspapers and entertainment consoles. What′s more, they allow us to be constantly connected with the people in our lives. This book will equip you to analyse digital media in your own work. The book offers a broad guide to the various areas of our lives that are impacted by digital technology, from the virtual communities that we form on social media to the impact that digital technology has on our identity through a ′sociology of selfies′. With chapters on leisure, work, privacy and methods, this is an essential introduction for students in the areas of sociology, digital media, and cultural studies. Learning features include: - Annotated further reading in every chapter - Case studies that illustrate theory - Learning objectives and questions throughout - Historical and theoretical context in every chapter
Download or read book Pixel Soundtracks written by Tim Summers and published by Rowman & Littlefield. This book was released on 2024-07-08 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tim Summers provides an engaging introduction to video game music aimed at gamers, music enthusiasts, budding composers, music professionals, and anyone with an interest in the topic. Pixel Soundtracks explore a wide variety of topics, including: the history of game music sound technology and chip music interactive and generative music composition how game music tells stories, creates worlds & characters, and evokes emotions classical and pop music in games battle and boss music nostalgia, remakes, and fandom game music concerts and albums Summers dives deeply into twenty beloved games across the decades to illustrate crucial concepts. These games include Space Invaders, Super Mario Bros., BioShock Infinite, Dark Souls III, Kingdom Hearts, Final Fantasy, The Legend of Zelda, and more. The book is separated into five stages and a “final boss,” and sections build off each other into increasingly broader topics—starting with the specifics of computer chips and ending with questions of game music’s engagement with identity. The “final boss” brings together ideas presented throughout the book. Based on the latest research, this book will allow readers to better understand the fantastic experiences and meanings that arise when games and music fuse together.
Book Synopsis How To Be a Geek by : Matthew Fuller
Download or read book How To Be a Geek written by Matthew Fuller and published by John Wiley & Sons. This book was released on 2017-09-05 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer software and its structures, devices and processes are woven into our everyday life. Their significance is not just technical: the algorithms, programming languages, abstractions and metadata that millions of people rely on every day have far-reaching implications for the way we understand the underlying dynamics of contemporary societies. In this innovative new book, software studies theorist Matthew Fuller examines how the introduction and expansion of computational systems into areas ranging from urban planning and state surveillance to games and voting systems are transforming our understanding of politics, culture and aesthetics in the twenty-first century. Combining historical insight and a deep understanding of the technology powering modern software systems with a powerful critical perspective, this book opens up new ways of understanding the fundamental infrastructures of contemporary life, economies, entertainment and warfare. In so doing Fuller shows that everyone must learn ‘how to be a geek’, as the seemingly opaque processes and structures of modern computer and software technology have a significance that no-one can afford to ignore. This powerful and engaging book will be of interest to everyone interested in a critical understanding of the political and cultural ramifications of digital media and computing in the modern world.