Landscapes of Participatory Making, Modding and Hacking

Landscapes of Participatory Making, Modding and Hacking

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  • Author: Kenneth Y. T. Lim
  • Publisher:
  • ISBN: 9781443850667
  • Category : Makerspaces
  • Languages : en
  • Pages : 136

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.


Landscapes of Participatory Making, Modding and Hacking

Landscapes of Participatory Making, Modding and Hacking

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  • Author: Kenneth Y T Lim
  • Publisher: Cambridge Scholars Publishing
  • ISBN: 1443877883
  • Category : Education
  • Languages : en
  • Pages : 145

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

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  • Author: Lily Kong
  • Publisher: Syracuse University Press
  • ISBN: 9780815629801
  • Category : Social Science
  • Languages : en
  • Pages : 276

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.


Playful Participatory Practices

Playful Participatory Practices

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  • Author: Pablo Abend
  • Publisher: Springer Nature
  • ISBN: 3658286199
  • Category : Social Science
  • Languages : en
  • Pages : 163

The volume addresses the matter of participatory media practices as playful appropriations within current digital media culture and artistic research. The aim is to explore and trace the shifting boundaries between media production and media use, and to develop concepts and methodologies that work within participatory media cultures. Therefore the articles explore and establish nuanced approaches to the oftentimes playful practices associated with the appropriation of technology.


Who Are You?

Who Are You?

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  • Author: Alex Custodio
  • Publisher: MIT Press
  • ISBN: 0262360462
  • Category : Games & Activities
  • Languages : en
  • Pages : 282

The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan "Who Are You?"--asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform.


Making Smart Cities More Playable

Making Smart Cities More Playable

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  • Author: Anton Nijholt
  • Publisher: Springer
  • ISBN: 9811397651
  • Category : Technology & Engineering
  • Languages : en
  • Pages : 377

This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.


The Modern Parent's Guide to Kids and Video Games

The Modern Parent's Guide to Kids and Video Games

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  • Author: Scott Steinberg
  • Publisher: Lulu.com
  • ISBN: 1105154475
  • Category : Games
  • Languages : en
  • Pages : 149

Nearly 40 years after their invention and a decade after exploding onto the mainstream, video games still remain a mystery to many parents, including which titles are appropriate, and their potential side-effects on kids. Now the answers are at your fingertips. Offering unrivaled insight and practical, real-world strategies for making gaming a positive part of family life, The Modern Parent's Guide to Kids and Video Games provides a vital resource for today's parent. From picking the right software to promoting online safety, setting limits and enforcing house rules, it offers indispensable hints, tips and how-to guides for fostering healthy play and development. Includes: Complete Guides to PC, Console, Mobile, Online & Social Games - Using Parental Controls and Game Ratings - Picking the Right Games - The Latest on Violence, Addiction, Online Safety - Setting Rules & Time Limits - Best Games for All Ages - Essential Tools & Resources. "An essential guide for parents." Jon Swartz, USA Today


Handbook of Research on the Societal Impact of Digital Media

Handbook of Research on the Societal Impact of Digital Media

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  • Author: Guzzetti, Barbara
  • Publisher: IGI Global
  • ISBN: 1466683112
  • Category : Computers
  • Languages : en
  • Pages : 789

The evolution of digital media has enhanced global perspectives in all facets of communication, greatly increasing the range, scope, and accessibility of shared information. Due to the tremendously broad-reaching influence of digital media, its impact on learning, behavior, and social interaction has become a widely discussed topic of study, synthesizing the research of academic scholars, community educators, and developers of civic programs. The Handbook of Research on the Societal Impact of Digital Media is an authoritative reference source for recent developments in the dynamic field of digital media. This timely publication provides an overview of technological developments in digital media and their myriad applications to literacy, education, and social settings. With its extensive coverage of issues related to digital media use, this handbook is an essential aid for students, instructors, school administrators, and education policymakers who hope to increase and optimize classroom incorporation of digital media. This innovative publication features current empirical studies and theoretical frameworks addressing a variety of topics including chapters on instant messaging, podcasts, video sharing, cell phone and tablet applications, e-discussion lists, e-zines, e-books, e-textiles, virtual worlds, social networking, cyberbullying, and the ethical issues associated with these new technologies.


Understanding Games and Game Cultures

Understanding Games and Game Cultures

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  • Author: Ingrid Richardson
  • Publisher: SAGE
  • ISBN: 1529738520
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 194

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

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  • Author: Larissa Hjorth
  • Publisher: Springer Nature
  • ISBN: 3030599086
  • Category : Social Science
  • Languages : en
  • Pages : 194

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.