Augmented Reality Games I

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Author :
Publisher : Springer
ISBN 13 : 3030156168
Total Pages : 260 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Augmented Reality Games I by : Vladimir Geroimenko

Download or read book Augmented Reality Games I written by Vladimir Geroimenko and published by Springer. This book was released on 2019-05-10 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.

The Pokemon Go Phenomenon

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Author :
Publisher : McFarland
ISBN 13 : 1476674132
Total Pages : 236 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis The Pokemon Go Phenomenon by : Jamie Henthorn

Download or read book The Pokemon Go Phenomenon written by Jamie Henthorn and published by McFarland. This book was released on 2019-05-20 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.

The Pokemon Go Phenomenon

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Author :
Publisher : McFarland
ISBN 13 : 1476636516
Total Pages : 236 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis The Pokemon Go Phenomenon by : Jamie Henthorn

Download or read book The Pokemon Go Phenomenon written by Jamie Henthorn and published by McFarland. This book was released on 2019-05-10 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.

The Phenomenon Pokémon Go. An Analysis

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Author :
Publisher : GRIN Verlag
ISBN 13 : 3346661075
Total Pages : 27 pages
Book Rating : 4.3/5 (466 download)

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Book Synopsis The Phenomenon Pokémon Go. An Analysis by : Lea-Christin Klaas

Download or read book The Phenomenon Pokémon Go. An Analysis written by Lea-Christin Klaas and published by GRIN Verlag. This book was released on 2022-06-13 with total page 27 pages. Available in PDF, EPUB and Kindle. Book excerpt: Seminar paper from the year 2021 in the subject Communications - Multimedia, Internet, New Technologies, grade: 2,7, University of Dortmund, language: English, abstract: In 2016 when Pokémon Go was released, the hype around collecting Pokémon once again increased immensely and a lot of new players started to become interested in the world of Pokémon. This is owed to various features of the game. In the following, the reasons for the game’s success should be found out. To do so, the franchise history of Pokémon and the game Pokémon Go itself will be described, before focussing on space-time in games. Afterwards, criteria for successful pervasive gaming and augmented reality will be compared to Pokémon Go until cultural and social aspects will be included as well with special attention to hype. Lastly, the most important findings will be summarized in the conclusion. Gaming is undisputedly one of the most liked free time activities. That is why the gaming industry is booming and constantly working on new games. Even though there are new games being released every year, some managed to stay successful over decades. Especially the Pokémon franchise is indispensable for the gaming community. For over 20 years the franchise is one of the most successful ones. For a lot of players, this series of games accompanied them since their childhood.

The Augmented Reality of Pokémon Go

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Author :
Publisher : Lexington Books
ISBN 13 : 1498574920
Total Pages : 150 pages
Book Rating : 4.4/5 (985 download)

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Book Synopsis The Augmented Reality of Pokémon Go by : Neriko Musha Doerr

Download or read book The Augmented Reality of Pokémon Go written by Neriko Musha Doerr and published by Lexington Books. This book was released on 2019-02-08 with total page 150 pages. Available in PDF, EPUB and Kindle. Book excerpt: What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokémon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokémon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokémon onto the “real” physical world, drawing 30 million players in the first two weeks. Pokémon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors’ experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokémon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokémon and the multifaceted ways we relate to our environment through Pokémon GO; the notion of space and time in Pokémon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokémon GO in urban walking with its complex relationships to public space, “nature” as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game’s link to the wider social issue as it gets appropriated for “friendly authoritarian” goals of civil society, imposing various ideologies and accruing commercial gains. Through “participant observation” —all contributors have been avid Pokémon GO players themselves—this volume offers snapshots of the Pokémon GO effect from its initial stage as a social phenomenon to Spring 2018.

Summary, Analysis & Review of Michael Lewis’s The Undoing Project by Instaread

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Author :
Publisher : Instaread
ISBN 13 : 1683786637
Total Pages : 27 pages
Book Rating : 4.6/5 (837 download)

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Book Synopsis Summary, Analysis & Review of Michael Lewis’s The Undoing Project by Instaread by : Instaread

Download or read book Summary, Analysis & Review of Michael Lewis’s The Undoing Project by Instaread written by Instaread and published by Instaread. This book was released on 2017-01-06 with total page 27 pages. Available in PDF, EPUB and Kindle. Book excerpt: Summary, Analysis & Review of Michael Lewis’s The Undoing Project by Instaread Preview: The Undoing Project: A Friendship that Changed Our Minds explores the relationship and psychological theories of two Israeli academics, Daniel Kahneman and Amos Tversky, whose ideas about human judgment and decision-making established the field of behavioral economics. The two men’s collaborative work began with an audacious premise: that humans are not rational decision-makers. Rational decision-making was the cornerstone of both the psychology of decision-making and the field of economics in the 1970s, but Kahneman and Tversky asserted that people’s judgment was swayed by their emotions, not their intellects. They tested this theory in a variety of ways, which led them to co-write a series of influential papers about judgment and how decisions are made. The sheer force of these concepts was such that, although they ran contrary to conventional wisdom, people instantly comprehended their truth. They soon became academic stars, although Tversky’s accolades came much faster… PLEASE NOTE: This is a Summary, Analysis & Review of the book and NOT the original book. Inside this Summary, Analysis & Review of Michael Lewis’s The Undoing Project by Instaread: · Overview of the Book · Important People · Key Takeaways · Analysis of Key Takeaways About the Author With Instaread, you can get the key takeaways and analysis of a book in 15 minutes. We read every chapter, identify the key takeaways and analyze them for your convenience. Visit our website at instaread.co.

Educational Media and Technology Yearbook

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Author :
Publisher : Springer Nature
ISBN 13 : 3030279863
Total Pages : 451 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis Educational Media and Technology Yearbook by : Robert Maribe Branch

Download or read book Educational Media and Technology Yearbook written by Robert Maribe Branch and published by Springer Nature. This book was released on 2019-11-06 with total page 451 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is Volume 42 of the Educational Media and Technology Yearbook. For the past 40 years, our Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. Our Yearbook has inspired researchers, practitioners, and teachers to consider how to develop technological designs and develop curricula and instruction integrating technology to enhance student learning, teach diverse populations across levels with effective technology integration, and apply technology in interactive ways to motivate students to engage in course content. In addition, Volume 42 features the Virtual Reality (VR) and Augmented Reality (AR) research and educational use cases, organized and coordinated by Vivienne and David. This section provides evidence that the affordances of AR, VR, and mixed reality, defined as an immersive multi-platform experience reality (XR), have begun to make indelible changes in teaching and learning in the United States. XR’s recent developments stimulated the editors to propose a special edition to mark the interoperability of immersive technology to push the boundaries of human curiosity, creativity, and problem solving. After years of incremental development, XR has reached a critical level of investment, infrastructure, and emerging production. The chapters included in this section illustrate how XR can push user inquiry, engagement, learning, and interactivity to new levels within physical and digital contexts.

One Up

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Publisher : Columbia University Press
ISBN 13 : 0231552211
Total Pages : 317 pages
Book Rating : 4.2/5 (315 download)

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Book Synopsis One Up by : Joost van Dreunen

Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

The PlayStation Dreamworld

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1509518061
Total Pages : 140 pages
Book Rating : 4.5/5 (95 download)

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Book Synopsis The PlayStation Dreamworld by : Alfie Bown

Download or read book The PlayStation Dreamworld written by Alfie Bown and published by John Wiley & Sons. This book was released on 2017-10-16 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.

Pikachu's Global Adventure

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Author :
Publisher : Duke University Press
ISBN 13 : 0822385813
Total Pages : 307 pages
Book Rating : 4.8/5 (223 download)

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Book Synopsis Pikachu's Global Adventure by : Joseph Tobin

Download or read book Pikachu's Global Adventure written by Joseph Tobin and published by Duke University Press. This book was released on 2004-02-05 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: Initially developed in Japan by Nintendo as a computer game, Pokémon swept the globe in the late 1990s. Based on a narrative in which a group of children capture, train, and do battle with over a hundred imaginary creatures, Pokémon quickly diversified into an array of popular products including comic books, a TV show, movies, trading cards, stickers, toys, and clothing. Pokémon eventually became the top grossing children's product of all time. Yet the phenomenon fizzled as quickly as it had ignited. By 2002, the Pokémon craze was mostly over. Pikachu’s Global Adventure describes the spectacular, complex, and unpredictable rise and fall of Pokémon in countries around the world. In analyzing the popularity of Pokémon, this innovative volume addresses core debates about the globalization of popular culture and about children’s consumption of mass-produced culture. Topics explored include the origins of Pokémon in Japan’s valorization of cuteness and traditions of insect collecting and anime; the efforts of Japanese producers and American marketers to localize it for foreign markets by muting its sex, violence, moral ambiguity, and general feeling of Japaneseness; debates about children’s vulnerability versus agency as consumers; and the contentious question of Pokémon’s educational value and place in school. The contributors include teachers as well as scholars from the fields of anthropology, media studies, sociology, and education. Tracking the reception of Pokémon in Japan, the United States, Great Britain, France, and Israel, they emphasize its significance as the first Japanese cultural product to enjoy substantial worldwide success and challenge western dominance in the global production and circulation of cultural goods. Contributors. Anne Allison, Linda-Renée Bloch, Helen Bromley, Gilles Brougere, David Buckingham, Koichi Iwabuchi, Hirofumi Katsuno, Dafna Lemish, Jeffrey Maret, Julian Sefton-Green, Joseph Tobin, Samuel Tobin, Rebekah Willet, Christine Yano

Augmented Reality Games II

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Author :
Publisher : Springer Nature
ISBN 13 : 3031544757
Total Pages : 371 pages
Book Rating : 4.0/5 (315 download)

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Book Synopsis Augmented Reality Games II by : Vladimir Geroimenko

Download or read book Augmented Reality Games II written by Vladimir Geroimenko and published by Springer Nature. This book was released on with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Consumer Behaviour

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Publisher : Cengage AU
ISBN 13 : 0170439976
Total Pages : 51 pages
Book Rating : 4.1/5 (74 download)

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Book Synopsis Consumer Behaviour by : Wayne D. Hoyer

Download or read book Consumer Behaviour written by Wayne D. Hoyer and published by Cengage AU. This book was released on 2020-09-24 with total page 51 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cutting edge and relevant to the local context, this second Australia and New Zealand edition of Hoyer, Consumer Behaviour, covers the latest research from the academic field of consumer behaviour. The text explores new examples of consumer behaviour using case studies, advertisements and brands from Australia and the Asia-Pacific region. The authors recognise the critical links to areas such as marketing, public policy and ethics, as well as covering the importance of online consumer behaviour with significant content on how evolving digital technologies and widespread use of social media are changing the way marketers understand consumers. * Marketing Implications boxes examine how theoretical concepts have been used in practice, and challenge students to think about how marketing decisions impact consumers * Considerations boxes require students to think deeply about social media, research, cultural and international factors, and consumer psychology in relation to the contemporary consumer * Opening vignettes and end-of-chapter cases give students real-world insights into, and opportunities to analyse consumer behaviour, with extensive Australian and international examples providing issues in context Premium online teaching and learning tools are available on the MindTap platform. Learn more about the online tools cengage.com.au/mindtap

Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports

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Author :
Publisher : IGI Global
ISBN 13 : 1799877523
Total Pages : 1008 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports by : Management Association, Information Resources

Download or read book Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports written by Management Association, Information Resources and published by IGI Global. This book was released on 2020-11-27 with total page 1008 pages. Available in PDF, EPUB and Kindle. Book excerpt: From issues of racism to the severity of concussions to celebrity endorsements, the sports industry continues to significantly impact society. With the rise of eSports and its projection as the next billion dollar industry, it is vital that a multifaceted approach to sports research be undertaken. On one side, businesses are continually offering new methods for marketing and branding and finding the best ways to enhance consumer engagement and the consumer experience. On the other side, there has been progress and new findings in the physical fitness and training of the athletes themselves along with discussions on their psychology and wellbeing. This two-tiered approach to analyzing sports and eSports from a practical business perspective, along with a lens placed on the athletes themselves, provides a comprehensive view of the current advancements, technologies, and strategies within various aspects of the sports and esports industry. Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports covers the latest findings on all factors of sports: the branding and marketing of sports and eSports, studies on athletes and consumers, a dive into the ethics of sports, and the introduction of eSports to the industry. This wide coverage of all fields of research recently conducted leads this book to be a well-rounded view of how sports are functioning in modern times. Highlighted topics include branding tactics, consumer engagement, eSports history and technologies, ethics and law, and psychological studies of athlete wellness. This book is ideal for sports managers, athletes, trainers, marketers, brand managers, advertisers, practitioners, stakeholders, researchers, academicians, and students interested working in the fields of sports medicine, law, physical education, assistive technologies, marketing, consumer behavior, and psychology.

HCI in Business, Government and Organizations. Interacting with Information Systems

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Author :
Publisher : Springer
ISBN 13 : 3319584812
Total Pages : 428 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis HCI in Business, Government and Organizations. Interacting with Information Systems by : Fiona Fui-Hoon Nah

Download or read book HCI in Business, Government and Organizations. Interacting with Information Systems written by Fiona Fui-Hoon Nah and published by Springer. This book was released on 2017-06-28 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt: This 2-volume set constitutes the refereed proceedings of the 4th International Conference on HCI in Business, Government and Organizations, HCIBGO 2017, held as part of the 19 International Conference on Human-Computer Interaction , HCII 2017, which took place in Vancouver, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 31 papers presented in this volume, focusing on interacting with information systems, are organized in topical sections named: human-centered design in information systems; information systems in healthcare, learning, cultural heritage and government; novel interaction devices and techniques;

Digital DNA

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Publisher : Oxford University Press
ISBN 13 : 0190657944
Total Pages : 321 pages
Book Rating : 4.1/5 (96 download)

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Book Synopsis Digital DNA by : Peter F. Cowhey

Download or read book Digital DNA written by Peter F. Cowhey and published by Oxford University Press. This book was released on 2017-06-30 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: Innovation in information and production technologies is creating benefits and disruption, profoundly altering how firms and markets perform. Digital DNA provides an in depth examination of the opportunities and challenges in the fast-changing global economy and lays out strategies that countries and the international community should embrace to promote robust growth while addressing the risks of this digital upheaval. Wisely guiding the transformation in innovation is a major challenge for global prosperity that affects everyone. Peter Cowhey and Jonathan Aronson demonstrate how the digital revolution is transforming the business models of high tech industries but also of traditional agricultural, manufacturing, and service sector firms. The rapidity of change combines with the uncertainty of winners and losers to create political and economic tensions over how to adapt public policies to new technological and market surprises. The logic of the policy trade-offs confronting society, and the political economy of practical decision-making is explored through three developments: The rise of Cloud Computing and trans-border data flows; international collaboration to reduce cybersecurity risks; and the consequences of different national standards of digital privacy protection. The most appropriate global strategies will recognize that a significant diversity in individual national policies is inevitable. However, because digital technologies operate across national boundaries there is also a need for a common international baseline of policy fundamentals to facilitate "quasi-convergence" of these national policies. Cowhey and Aronson's examination of these dynamic developments lead to a measured proposal for authoritative "soft rules" that requires governments to create policies that achieve certain objectives, but leaves the specific design to national discretion. These rules should embrace mechanisms to work with expert multi-stakeholder organizations to facilitate the implementation of formal agreements, enhance their political legitimacy and technical expertise, and build flexible learning into the governance regime. The result will be greater convergence of national policies and the space for the new innovation system to flourish.

Online Arbitration

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1317233638
Total Pages : 208 pages
Book Rating : 4.3/5 (172 download)

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Book Synopsis Online Arbitration by : Faye Fangfei Wang

Download or read book Online Arbitration written by Faye Fangfei Wang and published by Taylor & Francis. This book was released on 2017-08-14 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Innovative initiatives for online arbitration are needed to aid in resolving cross-border commercial and consumer disputes in the EU, UK, US and China. This book provides a comparative study of online dispute resolution (ODR) systems and a model of best practices, taking into consideration the features and characteristics of various practical experiences/examples of ODR services and technological development for ODR systems and platforms. The book begins with a theoretical approach, looking into the challenges in the use of online arbitration in commercial transactions and analysing the potential adoption of technology-assisted arbitration (e.g. Basic ODR systems and Intelligent/Advanced ODR systems) in resolving certain types of international commercial and consumer disputes. It then investigates the legal obstacles to adopting ODR by examining the compatibility of technology with current legislation and regulatory development. Finally, it suggests appropriate legal and technological measures to promote the recognition of ODR, in particular online arbitration, for cross-border commercial and consumer disputes. By exploring both the theoretical framework and the practical considerations of online arbitration, this book will be a vital reference for lawyers, policy-makers, government officials, industry professionals and academics who are involved with online arbitration.

History in the Age of Abundance?

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Author :
Publisher : McGill-Queen's Press - MQUP
ISBN 13 : 0773558217
Total Pages : 327 pages
Book Rating : 4.7/5 (735 download)

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Book Synopsis History in the Age of Abundance? by : Ian Milligan

Download or read book History in the Age of Abundance? written by Ian Milligan and published by McGill-Queen's Press - MQUP. This book was released on 2019-03-28 with total page 327 pages. Available in PDF, EPUB and Kindle. Book excerpt: Believe it or not, the 1990s are history. As historians turn to study this period and beyond, they will encounter a historical record that is radically different from what has ever existed before. Old websites, social media, blogs, photographs, and videos are all part of the massive quantities of digital information that technologists, librarians, archivists, and organizations such as the Internet Archive have been collecting for the past three decades. In History in the Age of Abundance? Ian Milligan argues that web-based historical sources and their archives present extraordinary opportunities as well as daunting technical and ethical challenges for historians. Through case studies, he outlines the approaches, methods, tools, and search functions that can help a historian turn web documents into historical sources. He also considers the implications of the size and scale of digital sources, which amount to more information than historians have ever had at their fingertips, and many of which are by and about people who have traditionally been absent from the historical record. Scrutinizing the concept of the web and the mechanics of its archives, Milligan explains how these new media challenge, reshape, and enrich both the historical profession and the historical record. A wake-up call for historians of the twenty-first century, History in the Age of Abundance? is an essential introduction to the way web archives work, what possibilities they open up, what risks they entail, and what the shift to digital information means for historians, their professional training and organization, and society as a whole.