Coming of Age in Second Life

An Anthropologist Explores the Virtually Human

Author: Tom Boellstorff

Publisher: Princeton University Press

ISBN: 9780691135281

Category: Social Science

Page: 316

View: 5679

"Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He applied the methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group."--BOOK JACKET.
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Phishing for Fools

Manipulation und Täuschung in der freien Marktwirtschaft

Author: George A. Akerlof,Robert J. Shiller

Publisher: Ullstein eBooks

ISBN: 3843713650

Category: Business & Economics

Page: 416

View: 8094

Seit Adam Smith ist eine der zentralen Thesen der Wirtschaftswissenschaften, dass freie Märkte und freier Wettbewerb die besten Voraussetzungen für allgemeinen Wohlstand sind. Die Wirtschaftsnobelpreisträger George Akerlof und Robert Shiller argumentieren dagegen, dass Märkte nicht von sich aus gutartig sind und sich auch nicht immer die besten Produkte durchsetzen. Die Autoren behandeln in diesem Buch erstmals die zentrale Rolle von Manipulation und Täuschung in der Wirtschaft. Anhand von zahlreichen Fallbeispielen zeigen sie, wie wir verleitet werden, mehr Geld auszugeben, als wir haben; wie wir von Werbung stärker beeinflusst werden, als wir glauben; warum wir oft zu viel bezahlen und wie massiv die Politik durch Wirtschaft beeinflusst wird. Was ist besonders? Zwei Wirtschaftsnobelpreisträger widerlegen die These der selbstregulierenden Märkte. Wer liest? • Alle, die sich für Verhaltensökonomie, freie Marktwirtschaft oder Wirtschaftstheorie interessieren
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Digital Anthropology

Author: Heather A. Horst,Daniel Miller

Publisher: A&C Black

ISBN: 0857852930

Category: Social Science

Page: 328

View: 8904

Anthropology has two main tasks: to understand what it is to be human and to examine how humanity is manifested differently in the diversity of culture. These tasks have gained new impetus from the extraordinary rise of the digital. This book brings together several key anthropologists working with digital culture to demonstrate just how productive an anthropological approach to the digital has already become. Through a range of case studies from Facebook to Second Life to Google Earth, Digital Anthropology explores how human and digital can be defined in relation to one another, from avatars and disability; cultural differences in how we use social networking sites or practise religion; the practical consequences of the digital for politics, museums, design, space and development to new online world and gaming communities. The book also explores the moral universe of the digital, from new anxieties to open-source ideals. Digital Anthropology reveals how only the intense scrutiny of ethnography can overturn assumptions about the impact of digital culture and reveal its profound consequences for everyday life. Combining the clarity of a textbook with an engaging style which conveys a passion for these new frontiers of enquiry, this book is essential reading for students and scholars of anthropology, media studies, communication studies, cultural studies and sociology.
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Virtually Sacred

Myth and Meaning in World of Warcraft and Second Life

Author: Robert M. Geraci

Publisher: Oxford University Press

ISBN: 0199379971

Category: Religion

Page: 352

View: 8771

Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.
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As If

Modern Enchantment and the Literary Prehistory of Virtual Reality

Author: Michael Saler

Publisher: Oxford University Press

ISBN: 0199887802

Category: Literary Criticism

Page: 304

View: 1319

Many people throughout the world "inhabit" imaginary worlds communally and persistently, parsing Harry Potter and exploring online universes. These activities might seem irresponsibly escapist, but history tells another story. Beginning in the late nineteenth century, when Sherlock Holmes became the world's first "virtual reality" character, readers began to colonize imaginary worlds, debating serious issues and viewing reality in provisional, "as if" terms rather than through essentialist, "just so" perspectives. From Lovecraft's Cthulhu Mythos and Tolkien's Middle-earth to the World of Warcraft and Second Life, As If provides a cultural history that reveals how we can remain enchanted but not deluded in an age where fantasy and reality increasingly intertwine.
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DIY Style

Fashion, Music and Global Digital Cultures

Author: Brent Luvaas

Publisher: A&C Black

ISBN: 0857850474

Category: Social Science

Page: 208

View: 5903

Armed with cheap digital technologies and a fiercely independent spirit, millions of young people from around the world have taken cultural production into their own hands, crafting their own clothing lines, launching their own record labels, and forging a vast, collaborative network of impassioned amateurs more interested in making than consuming. DIY Style tells the story of this international do-it-yourself (DIY) movement through a major case study of one of its biggest, but least known contingents: the "indie" music and fashion scene of the predominantly Muslim Southeast Asian island nation of Indonesia. Through rich ethnographic detail, in-depth historical analysis, and cutting-edge social theory, the book chronicles the rise of DIY culture in Indonesia, and also explores the phenomenon in Europe and the United States, painting an evocative portrait of vibrant communities who are not only making and distributing popular culture on their own terms, but working to tear down the barriers between production and consumption, third and first world, global and local. What emerges from the book is a cautiously optimistic view of the future of global capitalism - a creative, collectivist alternative built from the ground up. This exciting and original study is essential reading for students and scholars of anthropology, fashion, media studies, cultural studies and sociology.
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The Viral Network

A Pathography of the H1N1 Influenza Pandemic

Author: Theresa MacPhail

Publisher: Cornell University Press

ISBN: 0801454883

Category: Social Science

Page: 264

View: 4541

In The Viral Network, Theresa MacPhail examines our collective fascination with and fear of viruses through the lens of the 2009 H1N1 pandemic. In April 2009, a novel strain of H1N1 influenza virus resulting from a combination of bird, swine, and human flu viruses emerged in Veracruz, Mexico. The Director-General of the World Health Organization (WHO) announced an official end to the pandemic in August 2010. Experts agree that the global death toll reached 284,500. The public health response to the pandemic was complicated by the simultaneous economic crisis and by the public scrutiny of official response in an atmosphere of widespread connectivity. MacPhail follows the H1N1 influenza virus's trajectory through time and space in order to construct a three-dimensional picture of what happens when global public health comes down with a case of the flu. The Viral Network affords a rare look inside the U.S. Centers for Disease Control, as well as Hong Kong’s virology labs and Centre for Health Protection, during a pandemic. MacPhail looks at the day-to-day practices of virologists and epidemiologists to ask questions about the production of scientific knowledge, the construction of expertise, disease narratives, and the different "cultures" of public health in the United States, Europe, Hong Kong, and China. The chapters of the book move from the micro to the macro, from Hong Kong to Atlanta, from the lab to the WHO, from the pandemic past in 1918 to the future. The various historical, scientific, and cultural narratives about flu recounted in this book show how biological genes and cultural memes become interwoven in the stories we tell during a pandemic. Ultimately, MacPhail argues that the institution of global public health is as viral as the viruses it tracks, studies, and helps to contain or eradicate. The “global” is itself viral in nature.
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Children's Games in the New Media Age

Childlore, Media and the Playground

Author: Dr Chris Richards,Professor Andrew Burn

Publisher: Ashgate Publishing, Ltd.

ISBN: 1472401468

Category: History

Page: 238

View: 1417

The result of a unique research project exploring the relationship between children's vernacular play cultures and their media-based play, this collection challenges two popular misconceptions about children's play: that it is depleted or even dying out and that it is threatened by contemporary media such as television and computer games. A key element in the research was the digitization and analysis of Iona and Peter Opie's sound recordings of children's playground and street games from the 1970s and 1980s. This framed and enabled the research team's studies both of the Opies' documents of mid-twentieth-century play culture and, through a two-year ethnographic study of play and games in two primary school playgrounds, contemporary children's play cultures. In addition the research included the use of a prototype computer game to capture playground games and the making of a documentary film. Drawing on this extraordinary data set, the volume poses three questions: What do these hitherto unseen sources reveal about the games, songs and rhymes the Opies and others collected in the mid-twentieth century? What has happened to these vernacular forms? How are the forms of vernacular play that are transmitted in playgrounds, homes and streets transfigured in the new media age? In addressing these questions, the contributors reflect on the changing face of childhood in the twenty-first century - in relation to questions of gender and power and with attention to the children's own participation in producing the ethnographic record of their lives.
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Critical Digital Studies

A Reader, Second Edition

Author: Arthur Kroker,Marilouise Kroker

Publisher: University of Toronto Press

ISBN: 1442666714

Category: Social Science

Page: 624

View: 1760

Since its initial publication, Critical Digital Studies has proven an indispensable guide to understanding digitally mediated culture. Bringing together the leading scholars in this growing field, internationally renowned scholars Arthur and Marilouise Kroker present an innovative and interdisciplinary survey of the relationship between humanity and technology. The reader offers a study of our digital future, a means of understanding the world with new analytic tools and means of communication that are defining the twenty-first century. The second edition includes new essays on the impact of social networking technologies and new media. A new section – “New Digital Media” – presents important, new articles on topics including hacktivism in the age of digital power and the relationship between gaming and capitalism. The extraordinary range and depth of the first edition has been maintained in this new edition. Critical Digital Studies will continue to provide the leading edge to readers wanting to understand the complex intersection of digital culture and human knowledge.
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The Anthropology of Ignorance

An Ethnographic Approach

Author: C. High,A. Kelly,J. Mair

Publisher: Springer

ISBN: 1137033126

Category: Social Science

Page: 220

View: 6149

The question of ignorance occupies a central place in anthropological theory and practice. This volume argues that the concept of ignorance has largely been pursued as the opposite of knowledge or even its obverse. Though they cover wide empirical ground - from clients of a fertility treatment center in New York to families grappling with suicide in Greenland - contributors share a commitment to understanding the concept as a productive, social practice. Ultimately, The Anthropology of Ignorance asks whether an academic commitment to knowledge can be squared with lived significance of ignorance and how taking it seriously might alter anthropological research practices.
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The Routledge Companion to Video Game Studies

Author: Mark J.P. Wolf,Bernard Perron

Publisher: Routledge

ISBN: 1136290508

Category: Social Science

Page: 544

View: 494

The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.
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The Global Fourth Way

The Quest for Educational Excellence

Author: Andy Hargreaves,Dennis L. Shirley

Publisher: Corwin Press

ISBN: 1452283516

Category: Education

Page: 256

View: 3830

Learn from global lessons of successful educational change! Deep and lasting educational reform doesn’t happen overnight. This example-packed sequel to The Fourth Way draws upon inspiring examples unearthed by brand new research to challenge educational leaders, teachers, and policy makers to put proven strategies to work promoting student achievement and the high quality teaching that drives it. With striking success stories from diverse systems around the world, Hargreaves and Shirley discuss: The real-life, nitty-gritty challenges facing change leaders Stumbling blocks to enacting best principles and practices Developing and implementing a plan of action to overcome challenges to lasting change
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The Manipulation of Online Self-Presentation

Create, Edit, Re-edit and Present

Author: A. Attrill

Publisher: Springer

ISBN: 1137483415

Category: Social Science

Page: 128

View: 7760

This book explores psychological theories around the ways in which people present themselves online. The role of dispositional and situational factors along with the motivations that drive self-presentation across diverse Internet arenas are considered.
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Intimate Activism

The Struggle for Sexual Rights in Postrevolutionary Nicaragua

Author: Cymene Howe

Publisher: Duke University Press

ISBN: 0822378965

Category: History

Page: 248

View: 2268

Intimate Activism tells the story of Nicaraguan sexual-rights activists who helped to overturn the most repressive antisodomy law in the Americas. The law was passed shortly after the Sandinistas lost power in 1990 and, to the surprise of many, was repealed in 2007. In this vivid ethnography, Cymene Howe analyzes how local activists balanced global discourses regarding human rights and identity politics with the contingencies of daily life in Nicaragua. Though they were initially spurred by the antisodomy measure, activists sought to change not only the law but also culture. Howe emphasizes the different levels of intervention where activism occurs, from mass-media outlets and public protests to meetings of clandestine consciousness-raising groups. She follows the travails of queer characters in a hugely successful telenovela, traces the ideological tensions within the struggle for sexual rights, and conveys the voices of those engaged in "becoming" lesbianas and homosexuales in contemporary Nicaragua.
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Blogistan

Politik und Internet in Iran

Author: Annabelle Sreberny,Gholam Khiabany

Publisher: Hamburger Edition HIS

ISBN: 3868545468

Category: Social Science

Page: 285

View: 8049

Die Protestwelle nach der umstrittenen Präsidentschaftswahl im Iran vom Juni 2009 lenkte die Aufmerksamkeit der Weltöffentlichkeit auf die lebendige Internetkultur der Islamischen Republik. Das Internet, heißt es, befördert den gesellschaftlichen Wandel in Ländern wie dem Iran, doch inwiefern unterscheidet sich das Netz von den Printmedien? Stellt es tatsächlich eine neue öffentliche Sphäre dar? Welchen Einfluss haben soziale Netzwerke wie Facebook, Twitter oder YouTube auf die Organisation von Demonstrationen? Bringt die iranische Blogosphäre eine Kultur des Dissidententums hervor, die das islamistische Regime am Ende zu Fall bringen wird? Diese wegweisende Studie bietet Einblicke in die Internetkultur im heutigen Iran und untersucht die Auswirkungen der neuen Kommunikationsformen auf Gesellschaft und Politik. Die Autoren warnen davor, "Blogger" mit "Dissident" gleichzusetzen, denn auch das Regime hat längst mit der "Kolonisierung Blogistans" begonnen. Das Internet, so eine ihrer Thesen, bringt Veränderungen mit sich, die weder die Regierung noch die Demokratiebewegungen vorhersehen konnten und können. "Blogistan" ist nicht nur eine Fallstudie zur Internetaneigung in der islamischen Welt, sondern das Buch macht auch deutlich, welche Auswirkungen die Neuen Medien auf gesellschaftliche Strukturen und Prozesse haben.
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Minds on Fire

How Role-Immersion Games Transform College

Author: Mark C. Carnes

Publisher: Harvard University Press

ISBN: 0674745345

Category: Education

Page: N.A

View: 7888

Why are so many students intellectually disengaged? Mark Carnes says it is because students are so deeply absorbed in competitive social play. He shows how month-long role-immersion games in the curriculum can channel those competitive impulses into transformative learning experiences, and how bricks-and-mortar colleges can set young minds on fire.
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Dating - Philosophy for Everyone

Flirting With Big Ideas

Author: Kristie Miller,Marlene Clark

Publisher: John Wiley & Sons

ISBN: 9781444341386

Category: Philosophy

Page: 256

View: 1383

Progressing from the first flirtatious moment of eye contact to the selection of a “mate,” this enlightening book offers playful philosophical explorations of the dating game for anyone who has dated, is dating, or intends to date again. Offers amusing and enlightening philosophical insights into the dating game Helps demystify coupling in the 21st century for those young daters just entering the fray, and those veterans returning to the game Features contributions from a wide range of disciplines, including philosophy, psychology, communications, theology, economics, health sciences, professional ethics, and engineering and applied sciences Opens with Carrie Jenkins’ ground-breaking essay, The Philosophy of Flirting, first published in The Philosopher’s Magazine
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Playing Along

Digital Games, YouTube, and Virtual Performance

Author: Kiri Miller

Publisher: Oxford University Press

ISBN: 0199929912

Category: Music

Page: 272

View: 8145

Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows how video games and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by "playing along" with popular culture. Playing Along reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her avatar's ears; how a Guitar Hero player channels the experience of a live rock performer; and how a beginning guitar student translates a two-dimensional, pre-recorded online music lesson into three-dimensional physical practice and an intimate relationship with a distant teacher. Through a series of engaging ethnographic case studies, Miller demonstrates that our everyday experiences with interactive digital media are gradually transforming our understanding of musicality, creativity, play, and participation.
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New Media Culture: Mediale Phänomene der Netzkultur

Author: Christian Stiegler,Patrick Breitenbach,Thomas Zorbach

Publisher: transcript Verlag

ISBN: 3839429072

Category: Social Science

Page: 302

View: 3738

Das Netz ist eine Brutstätte für mediale Phänomene wie etwa digitale Realitäten, Avatars, Memes, Selfies, Transmedia Storytelling, Shitstorms, Gamification, Ultra Fandom, Big Data oder hybride Medienformen, die direkten Einfluss auf Gesellschaft, Kultur und Wirtschaft haben. Doch welche Auswirkungen hat die Netzkultur auf unsere tagtägliche Wahrnehmung von Kommunikation, Arbeitsbedingungen, sozialen Beziehungen, Konsumprodukten und ästhetischen Entwürfen? Dieser Band versammelt grundlegende Annäherungen an die medialen Ausformungen digitaler Kulturen und ermöglicht Studierenden und Lehrenden - aber auch Praktiker_innen - verschiedener Disziplinen, diese zu überdenken, weiterzuspinnen und zu hinterfragen. Mit Beiträgen u.a. von Henry Jenkins, Ramón Reichert, Judith Ackermann, Jan-Hinrik Schmidt, Stephan Sonnenburg und Roman Rackwitz.
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Die Vernetzung der Welt

Ein Blick in unsere Zukunft

Author: Eric Schmidt,Jared Cohen

Publisher: Rowohlt Verlag GmbH

ISBN: 3644030618

Category: Political Science

Page: 448

View: 7299

Welche Konsequenzen wird es haben, wenn in Zukunft die überwiegende Mehrheit der Weltbevölkerung online ist? Wenn Informationstechnologien so allgegenwärtig sind wie Elektrizität? Was bedeutet das für die Politik, die Wirtschaft – und für uns selbst? Diese Fragen beantwortet ein außergewöhnliches Autorenduo: Eric Schmidt, der Mann, der Google zu einem Weltunternehmen gemacht hat, und Jared Cohen, ehemaliger Berater von Hillary Clinton und Condoleezza Rice und jetzt Chef von Googles Denkfabrik. In diesem aufregenden Buch führen sie uns die Chancen und Gefahren jener eng vernetzten Welt vor Augen, die die meisten von uns noch erleben werden. Es ist die sehr konkrete Vision einer Zukunft, die bereits begonnen hat. Und ein engagiertes Plädoyer dafür, sie jetzt zu gestalten – weil Technologie der leitenden Hand des Menschen bedarf, um Positives zu bewirken.
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