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In this edited volume, eighteen scholars examine the increasing
role of digital media technologies in identity construction through
play. Going beyond computer games, this interdisciplinary
collection argues that present-day play and games are not only
appropriate metaphors for capturing postmodern human identities,
but are in fact the means by which people create their identity.
From discussions of World of Warcraft and Foursquare to digital
cartographies, the combined essays form a groundbreaking volume
that features the most recent insights in play and game studies,
media research, and identity studies.
Three decades of societal and cultural alignment of new media have
yielded a host of innovations, trials, and problems, accompanied by
versatile popular and academic discourse. New Media Studies
crystallized internationally into an established academic
discipline, and this begs the question: where do we stand now?
Which new questions are emerging now that new media are being taken
for granted, and which riddles are still unsolved? Is contemporary
digital culture indeed all about 'you', the participating user, or
do we still not really understand the digital machinery and how
this constitutes us as 'you'? The contributors to the present book,
all employed in teaching and researching new media and digital
culture, assembled their 'digital material' into an anthology,
covering issues ranging from desktop metaphors to Web 2.0
ecosystems, from touch screens to blogging and e-learning, from
role-playing games and cybergothic music to wireless dreams.
Together the contributions provide a showcase of current research
in the field, from what may be called a 'digital-materialist'
perspective.
The landscape of contemporary research is characterized by growing
interdisciplinarity, and disciplinary boundaries are blurring
faster than ever. Yet while interdisciplinary methods, and
methodological innovation in general, are often presented as the
‘holy grail’ of research, there are few examples or discussions
of their development and ‘behaviour’ in the field. This
Routledge Handbook of Interdisciplinary Research presents a bold
intervention by showcasing a diversity of stimulating approaches.
Over 50 experienced researchers illustrate the challenges, but also
the rewards of doing and representing interdisciplinary research
through their own methodological developments. Featured projects
cover a variety of scales and topics, from small art-science
collaborations to the ‘big data’ of mass observations. Each
section is dedicated to an aspect of data handling, from
collection, classification, validation to communication to research
audiences. Most importantly, Interdisciplinary Methods presents a
distinctive approach through its focus on knowledge as process,
defamiliarising and reworking familiar practices such as
experimenting, archiving, observing, prototyping or translating.
Maps take place in time as well as representing space. The Google
map on your smartphone appears to fix the world, serving as a
practical spatial tool, but in practice is deployed in ways that
draw attention to memories, rhythm, synchronicity, sequence and
duration. This interdisciplinary collection focuses on how these
temporal aspects of mapping might be understood, at a time when
mapping technologies have been profoundly changed by digital
developments. It contrasts different aspects of this temporality,
bringing together experts from critical cartography, media studies
and science and technology studies. Together the chapters offer a
unique interdisciplinary focus revealing the complex and social
ways in which time in wrapped up with digital technologies and
revealed in everyday mapping tasks: from navigating across cities,
to serving as scientific groundings for news stories; from managing
smart cities, to visual art practice. It brings time back into the
map! -- .
In the last decade, digital media technologies and developments
have given rise to exciting new forms of ludic, or playful,
engagements of citizens in cultural and societal issues. From the
Occupy movement to playful city-making to the gameful designs of
the Obama 2008 and Trump 2016 presidential campaigns, and the rise
of citizen science and ecological games, this book shows how play
is a key theoretical, methodological, and practical principle for
comprehending such new forms of civic engagement in a mediatized
culture. The Playful Citizen explores how and through what media we
are becoming more playful as citizens and how this manifests itself
in our ways of doing, living, and thinking. We offer a pluralistic
answer to such questions by bringing together scholars from
different fields such as game and play studies, social sciences,
and media and culture studies.
The landscape of contemporary research is characterized by growing
interdisciplinarity, and disciplinary boundaries are blurring
faster than ever. Yet while interdisciplinary methods, and
methodological innovation in general, are often presented as the
'holy grail' of research, there are few examples or discussions of
their development and 'behaviour' in the field. This Routledge
Handbook of Interdisciplinary Research presents a bold intervention
by showcasing a diversity of stimulating approaches. Over 50
experienced researchers illustrate the challenges, but also the
rewards of doing and representing interdisciplinary research
through their own methodological developments. Featured projects
cover a variety of scales and topics, from small art-science
collaborations to the 'big data' of mass observations. Each section
is dedicated to an aspect of data handling, from collection,
classification, validation to communication to research audiences.
Most importantly, Interdisciplinary Methods presents a distinctive
approach through its focus on knowledge as process, defamiliarising
and reworking familiar practices such as experimenting, archiving,
observing, prototyping or translating.
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