Landscapes of Participatory Making, Modding and Hacking

Landscapes of Participatory Making, Modding and Hacking

Author: Kenneth Y T Lim

Publisher: Cambridge Scholars Publishing

Published: 2017-03-07

Total Pages: 145

ISBN-13: 1443877883

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This book describes maker culture as it is manifested in particular socio-cultural contexts, and describes some of the underlying narratives behind the emergence of such cultures and hackerspaces. With reference to case studies, it invites a recasting of long-standing academic notions of industrialization, industrial location, urbanization, and regional divides. The volume approaches this emergent socio-cultural phenomenon from an academic perspective, and, as such, differs from existing studies in this field as it is the first to approach maker culture and makerspaces by tracing trajectories from academic literature. This will provide teachers and researchers with a more grounded foundation upon which to base their own work in this nascent, yet rapidly growing, field.


The Politics of Landscapes in Singapore

The Politics of Landscapes in Singapore

Author: Lily Kong

Publisher: Syracuse University Press

Published: 2003-02-01

Total Pages: 276

ISBN-13: 9780815629801

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This thought-provoking book explores strategies employed by Singapore, a multiracial society, to create a Singapore "nation" with an emphasis on the role of landscape. As such, the authors cast keen eye on religious buildings, public housing, heritage landscapes, and street name changes as tangible methods of nation-building in a postcolonial society. The authors illustrate how "nation" and "national identity" are concepts that are negotiated and disputed by varied social, economic, and political groups—some of which may actively resist powerfuI state-centrist attitudes. Throughout this work, the role of the landscape prevails both as a way to naturalize state ideologies and as a means of providing possibilities for reinterpretation in everyday life.


Landscapes of Participatory Making, Modding and Hacking

Landscapes of Participatory Making, Modding and Hacking

Author: Kenneth Y. T. Lim

Publisher:

Published: 2017

Total Pages: 136

ISBN-13: 9781443850667

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This book describes maker culture as it is manifested in particular socio-cultural contexts, and describes some of the underlying narratives behind the emergence of such cultures and hackerspaces. With reference to case studies, it invites a recasting of long-standing academic notions of industrialization, industrial location, urbanization, and regional divides. The volume approaches this emergent socio-cultural phenomenon from an academic perspective, and, as such, differs from existing studies in this field as it is the first to approach maker culture and makerspaces by tracing trajectories from academic literature. This will provide teachers and researchers with a more grounded foundation upon which to base their own work in this nascent, yet rapidly growing, field.


Understanding Games and Game Cultures

Understanding Games and Game Cultures

Author: Ingrid Richardson

Publisher: SAGE

Published: 2021-03-24

Total Pages: 194

ISBN-13: 1529738520

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Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.


Exploring Minecraft

Exploring Minecraft

Author: Larissa Hjorth

Publisher: Springer Nature

Published: 2021-01-04

Total Pages: 194

ISBN-13: 3030599086

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This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life.


Virtual Communities

Virtual Communities

Author: Felicia Wu Song

Publisher: Peter Lang

Published: 2009

Total Pages: 204

ISBN-13: 9781433103957

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Does contemporary Internet technology strengthen civic engagement and democratic practice? The recent surge in online community participation has become a cultural phenomenon enmeshed in ongoing debates about the health of American civil society. But observations about online communities often concentrate on ascertaining the true nature of community and democracy, typically rehearsing familiar communitarian and liberal perspectives. This book seeks to understand the technology on its own terms, focusing on how the technological and organizational configurations of online communities frame our contemporary beliefs and assumptions about community and the individual. It analyzes key structural features of thirty award-winning online community websites to show that while the values of individual autonomy, egalitarianism, and freedom of speech dominate the discursive content of these communities, the practical realities of online life are clearly marked by exclusivity and the demands of commercialization and corporate surveillance. Promises of social empowerment are framed within consumer and therapeutic frameworks that undermine their democratic efficacy. As a result, online communities fail to revolutionize the civic landscape because they create cultures of membership that epitomize the commodification of community and public life altogether.


Hacking the Academy

Hacking the Academy

Author: Daniel J. Cohen

Publisher: University of Michigan Press

Published: 2013-05-13

Total Pages: 177

ISBN-13: 0472029479

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On May 21, 2010, Daniel J. Cohen and Tom Scheinfeldt posted the following provocative questions online: “Can an algorithm edit a journal? Can a library exist without books? Can students build and manage their own learning management platforms? Can a conference be held without a program? Can Twitter replace a scholarly society?” As recently as the mid-2000s, questions like these would have been unthinkable. But today serious scholars are asking whether the institutions of the academy as they have existed for decades, even centuries, aren’t becoming obsolete. Every aspect of scholarly infrastructure is being questioned, and even more importantly, being hacked. Sympathetic scholars of traditionally disparate disciplines are canceling their association memberships and building their own networks on Facebook and Twitter. Journals are being compiled automatically from self-published blog posts. Newly minted PhDs are forgoing the tenure track for alternative academic careers that blur the lines between research, teaching, and service. Graduate students are looking beyond the categories of the traditional CV and building expansive professional identities and popular followings through social media. Educational technologists are “punking” established technology vendors by rolling out their own open source infrastructure. Here, in Hacking the Academy, Daniel J. Cohen and Tom Scheinfeldt have gathered a sampling of the answers to their initial questions from scores of engaged academics who care deeply about higher education. These are the responses from a wide array of scholars, presenting their thoughts and approaches with a vibrant intensity, as they explore and contribute to ongoing efforts to rebuild scholarly infrastructure for a new millennium.


Worlds in Play

Worlds in Play

Author: Suzanne De Castell

Publisher: Peter Lang

Published: 2007

Total Pages: 364

ISBN-13: 9780820486437

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Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»


Ours to Hack and to Own

Ours to Hack and to Own

Author: Trebor Scholz

Publisher:

Published: 2017

Total Pages: 0

ISBN-13: 9781944869335

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With the rollback of net neutrality, platform cooperativism becomes even more pressing: In one volume, some of the most cogent thinkers and doers on the subject of the cooptation of the Internet, and how we can resist and reverse the process.


Social, Casual and Mobile Games

Social, Casual and Mobile Games

Author: Michele Willson

Publisher: Bloomsbury Publishing USA

Published: 2017-08-24

Total Pages: 319

ISBN-13: 150132019X

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The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.