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  1. Playful Identities : The Ludification of Digital Media Cultures
    Contributor: de Lange, Michiel (Publisher); Raessens, Joost (Publisher); Frissen, Valerie (Publisher); Lammes, Sybille (Publisher); de Mul, Jos (Publisher)
    Published: 2015
    Publisher:  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... more

     

    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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    Source: OAPEN
    Contributor: de Lange, Michiel (Publisher); Raessens, Joost (Publisher); Frissen, Valerie (Publisher); Lammes, Sybille (Publisher); de Mul, Jos (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789089646392; 9789048523030
    Other identifier:
    Subjects: The arts: general issues; Electronic, holographic & video art; Media studies
    Other subjects: 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
    Scope: 1 electronic resource (366 p.)
  2. Die Grenze als Ort der Verbindung
    Über afrikanische Philosophie und europäische Aufklärung
  3. Likers get liked
    platform capitalism and the precariat in Death Stranding
    Author: House, Ryan
    Published: 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... more

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    Staats- und Universitätsbibliothek Bremen
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    Index theologicus der Universitätsbibliothek Tübingen
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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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    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Online
    Other identifier:
    Parent title: Enthalten in: Gamevironments; Bremen : [Verlag nicht ermittelbar], 2014; 13(2020), Seite 290-316; Online-Ressource

    Subjects: precariousness; precariat; platform capitalism; kojima; death stranding; play; ritual; homo ludens; gamevironments