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  1. Playful Identities : The Ludification of Digital Media Cultures
    Beteiligt: de Lange, Michiel (Hrsg.); Raessens, Joost (Hrsg.); Frissen, Valerie (Hrsg.); Lammes, Sybille (Hrsg.); de Mul, Jos (Hrsg.)
    Erschienen: 2015
    Verlag:  Amsterdam University Press, Amsterdam

    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... mehr

     

    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.

     

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    Quelle: OAPEN
    Beteiligt: de Lange, Michiel (Hrsg.); Raessens, Joost (Hrsg.); Frissen, Valerie (Hrsg.); Lammes, Sybille (Hrsg.); de Mul, Jos (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9789089646392; 9789048523030
    Weitere Identifier:
    Schlagworte: The arts: general issues; Electronic, holographic & video art; Media studies
    Weitere Schlagworte: digital media; play; huizinga; identity; homo ludens; history; European history; digital media; play; huizinga; identity; homo ludens; history; European history; Casual game; Foursquare City Guide; Mobile phone
    Umfang: 1 electronic resource (366 p.)
  2. Likers get liked
    platform capitalism and the precariat in Death Stranding
    Autor*in: House, Ryan
    Erschienen: 2020

    Kojima Productions’ Death Stranding (2019) imagines a post-apocalyptic future in which the United States has been broken apart into isolated, individualist communities. Players assume the role of Sam Bridges, a courier for the seemingly ubiquitous... mehr

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    Kojima Productions’ Death Stranding (2019) imagines a post-apocalyptic future in which the United States has been broken apart into isolated, individualist communities. Players assume the role of Sam Bridges, a courier for the seemingly ubiquitous Bridges corporation, who is tasked with reunifying the country by linking the cloistered settlements to the Chiral Network, allowing communication and the sharing of resources between those connected to it. In Death Stranding, the themes of control and precariousness resonate through both semiotics and procedure. Bridges, as a symbol for the game’s procedural mechanics, asks players to make connections between what Sam is asked to do (by Bridges) and what they are asked to do (by the videogame). Drawing parallels between Bridges and platform capitalism, this paper will examine Death Stranding as an allegorithm, in Alexander Galloway’s terms, to reveal how the game replicates the real world systems of precarization of an emerging class of workers: the precariat. This paper argues that Death Stranding becomes a ritualization of precarious labor and that the playful disposition it engenders provides a starting place to begin reassessing our modes of democratic participation.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Aufsatz aus einer Zeitschrift
    Format: Online
    Weitere Identifier:
    Übergeordneter Titel: Enthalten in: Gamevironments; Bremen : [Verlag nicht ermittelbar], 2014; 13(2020), Seite 290-316; Online-Ressource

    Schlagworte: precariousness; precariat; platform capitalism; kojima; death stranding; play; ritual; homo ludens; gamevironments
  3. Die Grenze als Ort der Verbindung
    Über afrikanische Philosophie und europäische Aufklärung