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This companion presents the newest research in this important area,
showcasing the huge diversity in children's relationships with
digital media around the globe, and exploring the benefits,
challenges, history, and emerging developments in the field.
Children are finding novel ways to express their passions and
priorities through innovative uses of digital communication tools.
This collection investigates and critiques the dynamism of
children's lives online with contributions fielding both global and
hyper-local issues, and bridging the wide spectrum of connected
media created for and by children. From education to children's
rights to cyberbullying and youth in challenging circumstances, the
interdisciplinary approach ensures a careful, nuanced,
multi-dimensional exploration of children's relationships with
digital media. Featuring a highly international range of case
studies, perspectives, and socio-cultural contexts, The Routledge
Companion to Digital Media and Children is the perfect reference
tool for students and researchers of media and communication,
family and technology studies, psychology, education, anthropology,
and sociology, as well as interested teachers, policy makers, and
parents.
This book is an important collection for scholars and students
interested in the critical analysis of digital games, and will be
of interest across several disciplines including game studies, game
design and development, internet studies, visual studies, cultural
studies, communication studies, and media studies, as well as
disability studies The book explores the opportunities and
challenges people with disabilities experience in the context of
digital games from the perspective of three related areas:
representation, access and inclusion, and community Drawing on key
concerns in disability media studies, the book brings together
scholars from disability studies and game studies, alongside game
developers, educators, and disability rights activists, to reflect
upon the increasing visibility of disabled characters in digital
games Chapters explore the contemporary gaming environment as it
relates to disability on platforms such as Twitch, Minecraft, and
Tingyou, while also addressing future possibilities and pitfalls
for people with disabilities within gaming given the rise of
virtual reality applications, and augmented games such as Pokemon
Go The book also asks how game developers can attempt to represent
diverse abilities, taking games such as BlindSide and Overwatch as
examples
This book is an important collection for scholars and students
interested in the critical analysis of digital games, and will be
of interest across several disciplines including game studies, game
design and development, internet studies, visual studies, cultural
studies, communication studies, and media studies, as well as
disability studies The book explores the opportunities and
challenges people with disabilities experience in the context of
digital games from the perspective of three related areas:
representation, access and inclusion, and community Drawing on key
concerns in disability media studies, the book brings together
scholars from disability studies and game studies, alongside game
developers, educators, and disability rights activists, to reflect
upon the increasing visibility of disabled characters in digital
games Chapters explore the contemporary gaming environment as it
relates to disability on platforms such as Twitch, Minecraft, and
Tingyou, while also addressing future possibilities and pitfalls
for people with disabilities within gaming given the rise of
virtual reality applications, and augmented games such as Pokemon
Go The book also asks how game developers can attempt to represent
diverse abilities, taking games such as BlindSide and Overwatch as
examples
This companion presents the newest research in this important area,
showcasing the huge diversity in children's relationships with
digital media around the globe, and exploring the benefits,
challenges, history, and emerging developments in the field.
Children are finding novel ways to express their passions and
priorities through innovative uses of digital communication tools.
This collection investigates and critiques the dynamism of
children's lives online with contributions fielding both global and
hyper-local issues, and bridging the wide spectrum of connected
media created for and by children. From education to children's
rights to cyberbullying and youth in challenging circumstances, the
interdisciplinary approach ensures a careful, nuanced,
multi-dimensional exploration of children's relationships with
digital media. Featuring a highly international range of case
studies, perspectives, and socio-cultural contexts, The Routledge
Companion to Digital Media and Children is the perfect reference
tool for students and researchers of media and communication,
family and technology studies, psychology, education, anthropology,
and sociology, as well as interested teachers, policy makers, and
parents.
Artificial Culture is an examination of the articulation,
construction, and representation of "the artificial" in
contemporary popular cultural texts, especially science fiction
films and novels. The book argues that today we live in an
artificial culture due to the deep and inextricable relationship
between people, our bodies, and technology at large. While the
artificial is often imagined as outside of the natural order and
thus also beyond the realm of humanity, paradoxically, artificial
concepts are simultaneously produced and constructed by human ideas
and labor. The artificial can thus act as a boundary point against
which we as a culture can measure what it means to be human.
Science fiction feature films and novels, and other related media,
frequently and provocatively deploy ideas of the artificial in ways
which the lines between people, our bodies, spaces and culture more
broadly blur and, at times, dissolve. Building on the rich
foundational work on the figures of the cyborg and posthuman, this
book situates the artificial in similar terms, but from a
nevertheless distinctly different viewpoint. After examining ideas
of the artificial as deployed in film, novels and other digital
contexts, this study concludes that we are now part of an
artificial culture entailing a matrix which, rather than separating
minds and bodies, or humanity and the digital, reinforces the
symbiotic connection between identities, bodies, and technologies.
An Education in Facebook? examines and critiques the role of
Facebook in the evolving landscape of higher education. At times a
mandated part of classroom use, at others an informal network for
students, Facebook has become an inevitable component of college
life, acting alternately as an advertising, recruitment and
learning tool. But what happens when educators use a corporate
product, which exists outside of the control of universities, to
educate students? An Education in Facebook? provides a broad
discussion of the issues educators are already facing on college
campuses worldwide, particularly in areas such as privacy,
copyright and social media etiquette. By examining current uses of
Facebook in university settings, this book offers both a thorough
analytical critique as well as practical advice for educators and
administrators looking to find ways to thoughtfully integrate
Facebook and other digital communication tools into their
classrooms and campuses.
Artificial Culture is an examination of the articulation,
construction, and representation of "the artificial" in
contemporary popular cultural texts, especially science fiction
films and novels. The book argues that today we live in an
artificial culture due to the deep and inextricable relationship
between people, our bodies, and technology at large. While the
artificial is often imagined as outside of the natural order and
thus also beyond the realm of humanity, paradoxically, artificial
concepts are simultaneously produced and constructed by human ideas
and labor. The artificial can thus act as a boundary point against
which we as a culture can measure what it means to be human.
Science fiction feature films and novels, and other related media,
frequently and provocatively deploy ideas of the artificial in ways
which the lines between people, our bodies, spaces and culture more
broadly blur and, at times, dissolve. Building on the rich
foundational work on the figures of the cyborg and posthuman, this
book situates the artificial in similar terms, but from a
nevertheless distinctly different viewpoint. After examining ideas
of the artificial as deployed in film, novels and other digital
contexts, this study concludes that we are now part of an
artificial culture entailing a matrix which, rather than separating
minds and bodies, or humanity and the digital, reinforces the
symbiotic connection between identities, bodies, and technologies.
An Education in Facebook? examines and critiques the role of
Facebook in the evolving landscape of higher education. At times a
mandated part of classroom use, at others an informal network for
students, Facebook has become an inevitable component of college
life, acting alternately as an advertising, recruitment and
learning tool. But what happens when educators use a corporate
product, which exists outside of the control of universities, to
educate students? An Education in Facebook? provides a broad
discussion of the issues educators are already facing on college
campuses worldwide, particularly in areas such as privacy,
copyright and social media etiquette. By examining current uses of
Facebook in university settings, this book offers both a thorough
analytical critique as well as practical advice for educators and
administrators looking to find ways to thoughtfully integrate
Facebook and other digital communication tools into their
classrooms and campuses.
This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com.
Social, casual and mobile games, played on devices such as
smartphones, tablets, or PCs and accessed through online social
networks, have become extremely popular, and are changing the ways
in which games are designed, understood, and played. These games
have sparked a revolution as more people from a broader demographic
than ever play games, shifting the stereotype of gaming away from
that of hardcore, dedicated play to that of activities that fit
into everyday life. Social, Casual and Mobile Games explores the
rapidly changing gaming landscape and discusses the ludic,
methodological, theoretical, economic, social and cultural
challenges that these changes invoke. With chapters discussing
locative games, the new freemium economic model, and gamer
demographics, as well as close studies of specific games (including
Candy Crush Saga, Angry Birds, and Ingress), this collection offers
an insight into the changing nature of games and the impact that
mobile media is having upon individuals and societies around the
world.
This book is available as open access through the Bloomsbury Open
Access programme and is available on www.bloomsburycollections.com.
Social, casual and mobile games, played on devices such as
smartphones, tablets, or PCs and accessed through online social
networks, have become extremely popular, and are changing the ways
in which games are designed, understood, and played. These games
have sparked a revolution as more people from a broader demographic
than ever play games, shifting the stereotype of gaming away from
that of hardcore, dedicated play to that of activities that fit
into everyday life. Social, Casual and Mobile Games explores the
rapidly changing gaming landscape and discusses the ludic,
methodological, theoretical, economic, social and cultural
challenges that these changes invoke. With chapters discussing
locative games, the new freemium economic model, and gamer
demographics, as well as close studies of specific games (including
Candy Crush Saga, Angry Birds, and Ingress), this collection offers
an insight into the changing nature of games and the impact that
mobile media is having upon individuals and societies around the
world.
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