Media studies Books
Transcript Verlag ReClaiming Participation: Technology - Mediation
Book SynopsisThis volume unravels the debates on the "Participation Age": Instead of perpetuating visions of social "all-inclusion" or the "digital divide", the collection reclaims collectivity as an effect of technological and historical conditions. Thinking of participation both as promise and duty, the contributions analyse the attractions and impositions connected to the socio-technical formation of collectivities. The constraints of participation are addressed by focusing on the mutual shaping of user practices and technological environments. It is hence a relational thinking that allows specifying the manifold interconnections of technology, practices and discourses.
£33.14
Transcript Verlag At Face Value and Beyond: Photographic
Book SynopsisHow to account for the peculiar attraction of certain photos? How to deal with the specific use of images in particular contexts? Monika Schwärzler presents a variety of photographic case studies exploring visual phenomena from the point of view of media analysis as well as from sociological, aesthetic, and psychoanalytic perspectives. The topics range from a new reading of Thomas Struth's street photographs to CERN photos with their charged rhetoric, from the assault of photographic close-ups to speculations on an anonymous slide collection featuring a woman with an ever-present white handbag. The book is intended for an audience receptive to the analytical appeal of images, prepared to go beyond what can be taken at face value.
£28.89
Transcript Verlag Constructions of Cultural Identities in Newsreel
Book SynopsisNewsreel cinema and television not only served as an important tool in the shaping of political spheres and the construction of national and cultural identities up to the 1960s. Today's potent televisual forms were furthermore developed in and strongly influenced by newsreels, and much of the archived newsreel footage is repeatedly used to both illustrate and re-stage past events and their significance. This book addresses newsreel cinema and television as a medium serving the formation of cultural identities in a variety of national contexts after 1945, its role in forming audiovisual narratives of a "biopic of the nation", and the technical, aesthetical, and political challenges of archiving and restaging cinematic and televisual newsreel.
£31.19
Transcript Verlag Games Game Design Game Studies: An
Book SynopsisHow did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop?Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.
£999.99
Transcript Verlag Video Theory: Online Video Aesthetics or the
Book SynopsisVideo is a part of everyday life, comparable to driving a car or taking a shower. It is nearly omnipresent, available on demand and attached to nearby anything, anywhere. Online Video became something vital and independent. With all the video created by the cameras around us, constantly uploading, sharing, linking, and relating, a blue ocean is covering our planet, an ocean of video. What might look as bluish noise and dust from the far outside, might embed beautiful and fascinating living scapes of moving images, objects constantly changing, re-arranging, assembling, evolving, collapsing, but never disappearing, a real cinema. Andreas Treske describes and theorizes these objects formerly named video, their forms, behaviours and properties.
£38.24
Transcript Verlag Digital Culture & Society: Vol. 2, Issue 2/2016 -
Book Synopsis"Digital Culture & Society" is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for critical analysis and inquiries into digital media theory and provides a publication environment for interdisciplinary research approaches, contemporary theory developments and methodological innovation.The third issue "Politics of Big Data" edited by Mark Coté, Paolo Gerbaudo, and Jennifer Pybus, critically examines the political and economic dimensions of Big Data and thus details its contestation. The contributions focus on the materialities and processes which manifest Big Data and explore forms of value beyond the state and capital. These range from open data initiatives, social media metrics, machine learning algorithms, data visualisation to data dashboards, critical data analysis, and new modes of data action research and practice.
£28.89
Transcript Verlag Serializing Age: Aging and Old Age in TV Series
Book SynopsisSerialized storytelling provides intriguing opportunities for critical representations of age and aging. In contrast to the finite character of films, television narratives can unfold across hundreds of episodes and multiple seasons. Contemporary viewing practices and new media technologies have resulted in complex television narratives, in which experimental temporalities and revisions of narrative linearity and chronological time have become key features. As the first of its kind, this volume investigates how TV series as a powerful cultural medium shape representations of age and aging, such as in "Orange Is The New Black", "The Wire" or "Desperate Housewives", to understand what it means to live in time.Trade Review"The book can thus be read as a first step in this direction, and it clearly outlines the desiderata to be dealt with in future studies." Andreas Hudelist, www.theaterforschung.de, 08.04.2016
£35.99
Transcript Verlag Digital Environments: Ethnographic Perspectives
Book SynopsisDigital technology permeates the physical world. Social media and virtual reality, accessed via internet capable devices - computers, smartphones, tablets and wearables - affect nearly all aspects of social life. The contributions to this volume apply innovative forms of ethnographic research to the digital realm. They examine the emergence of new forms of digital life, such as political participation through comments on East Greenlandic news blogs, the personal use of video broadcasting applications, the rise of transnational migrant networks facilitated by social media, or the effects of Facebook, Twitter, and Instagram on global conflicts.
£25.49
Transcript Verlag Watching Nostalgia: An Analysis of Nostalgic
Book SynopsisWhat is nostalgia in television? How far does a nostalgic text trigger nostalgic emotions? And how are nostalgic series received by different audience groups? Stefanie Armbruster uses an interdisciplinary approach as analytical and theoretical basis. Her detailed analyses identify nostalgia in reruns, remakes and period dramas such as "Knight Rider" or "Mad Men". Focus group discussions with German and Spanish viewers give new insights into its reception. The in-depth study helps to understand the interrelation of nostalgic texts and nostalgic reception better and explores a decisive part of a phenomenon that is omnipresent in our current TV landscape.
£35.99
Transcript Verlag Courting Dissolution: Adumbration, Alterity, and
Book SynopsisMichael Lent asks what role art has in colonisation and subsequent dissolution. He proposes a practice informed by the fatal strategies and 'raw' phenomenology of Jean Baudrillard as a challenge to a system of disappearance. Focusing on the otherness of space to prevent its ultimate dissolution, Lent promotes a spatial practice of radical alterity. Examining ideas of disappearance put forth by Baudrillard and Paul Virilio, he utilises art as a means for investigating loss of potentiality and experience through the representation of space, shifting their ideas - originally ascribed to objects - into a new emphasis. This book ultimately attempts to break a cyclical system that causes everything to disappear into representation and equivalency.
£83.99
Transcript Verlag Radio as Art: Concepts, Spaces, Practices
Book SynopsisAcoustic signals, voice, sound, articulation, music and spatial networking are dispositifs of radiophonic transmission which have brought forth a great number of artistic practices. Up to and into the digital present radio has been and is employed and explored as an apparatus-based structure as well as an expanded model for performance and perception. This volume investigates a broad range of aesthetic experiments with the broadcasting technology of radio, and the use of radio as a means of disseminating artistic concepts. With exemplary case studies, its contributions link conceptual, recipient-response-related, and sociocultural issues to matters of relevance to radio art's mediation.
£35.99
Transcript Verlag The Monster Always Returns – American Horror
Book SynopsisThe monsters of the horror genre never remain dead - they invariably return in new and terrifying shapes for another installment. In this study Christian Knöppler explores the phenomenon of horror film remakes. He argues that even though these derivative films typically earn little praise from critics, their constant refiguration of monsters and horror scenarios serves to access and update otherwise obscure cultural fears. With an in-depth examination of six sample sequences of films and remakes, this book aims to shed new light on a much maligned and often neglected type of film and promises fresh insights to scholars and aficionados alike.
£35.99
Transcript Verlag Transnationalizing Radio Research – New
Book SynopsisTransnationalizing Radio Research presents a theoretical and methodological guide for exploring radio's multiple "global ages", from its earliest years through its recent digital transformations. It offers radio scholars theoretical tools and concrete case studies for moving beyond national research frames. It gives radio practitioners inspiration for production and archiving, and offers scholars from many disciplines new ways to incorporate radio's vital voices into work on transnational institutions, communities, histories and identities.
£35.99
Transcript Verlag Cultures of Video Game Concerns – The Child
Book SynopsisThe same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures.Trade ReviewBesprochen in CHOICE, 56, 6 (2019)
£35.99
Transcript Verlag Clash of Realities 2015/16 – On the Art,
Book SynopsisDigital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.
£53.59
Transcript Verlag Empty Action – Labour and Free Time in the Art of
Book SynopsisCollective Actions is one of the most significant artistic practices to emerge from Moscow Conceptualism. The group's enigmatic idea of 'Empty action' is the focal point for Marina Gerber's exploration of this practice in relation to labour in the late Soviet Union. Based on interviews with members of the group (Monastyrski, Panitkov, Alexeev, Makarevich, Elagina, Romashko, Hänsgen and Kiesewalter) she exposes the relation between their jobs, their individual art practices and their contribution to the collective in the context of post-Stalinist debates on labour and free time. Departing from the mundane fact that Collective Actions' practice took place in free time from work for the Soviet State, Gerber identifies Empty action as a form of 'art after work'.
£35.99
Transcript Verlag Digital Media and Textuality – From Creation to
Book SynopsisDue to computers' ability to combine different semiotic modes, texts are no longer exclusively comprised of static images and mute words. How have digital media changed the way we write and read? What methods of textual and data analysis have emerged? How do we rescue digital artifacts from obsolescence? And how can digital media be used or taught inside classrooms? These and other questions are addressed in this volume that assembles contributions by artists, writers, scholars and editors such as Dene Grigar, Sandy Baldwin, Carlos Reis, and Frieder Nake. They offer a multiperspectival view on the way digital media have changed our notion of textuality.
£35.99
Transcript Verlag TransCoding: From `Highbrow Art` to Participator
Book SynopsisBetween 2014 and 2017, the artistic research project "TransCoding - From 'Highbrow Art' to Participatory Culture" encouraged creative participation in multimedia art via social media. Based on the artworks that emerged from the project, Barbara Lüneburg investigates authorship, authority, motivational factors, and aesthetics in participatory art created with the help of web 2.0 technology. The interdisciplinary approach includes perspectives from sociology, cultural and media studies, and offers an exclusive view and analysis from the inside through the method of artistic research. In addition, the study documents selected community projects and the creation processes of the artworks Slices of Life and Read me.
£28.89
Transcript Verlag Blogging in Beirut – An Ethnography of a Digital
Book SynopsisUnlike previous media-analytic research, Sarah Jurkiewicz's anthropological study understands blogging as a social field and a domain of practice. This approach underlines the significance of blogging in practitioners' daily lives and for their self-understanding. In this context, the notion of publicness enables a consideration of publics not as static 'spheres' that actors merely enter, but as produced and constituted by social practices. The vibrant media landscape of Beirut serves as a selection of samples for an ethnographic exploration of blogging.Trade Review"Jurkiewiczs book, which delves into the dynamics and context of media practices, shows how indeed addressing the online-offline continuum could be beneficial." Sarah El-Richani, Global Media Journal, 12 (2018)
£35.99
Transcript Verlag Network Publicy Governance – On Privacy and the
Book SynopsisThe information age has brought about a growing conflict between proponents of a data-driven society on the one side and demands for protection of individual freedom, autonomy, and dignity by means of privacy on the other. The causes of this conflict are rooted in the modern Western opposition of individual and society and a self-understanding of the human as an autonomous rational subject with an inalienable right to informational self-determination. Andréa Belliger and David J. Krieger propose a theory of information as a common good and redefine the individual as an informational self who exists in networks made up of both humans and nonhumans. Privacy is replaced by publicy and issues of data use and data protection are described in terms of governance instead of government.
£28.89
Transcript Verlag Digital Culture & Society (DCS) – Vol. 4, Issue
Book SynopsisDigital Culture & Society is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for inquiries into digital media theory, methodologies, and socio-technological developments. This issue shows: The meaning of AI has undergone drastic changes during the last 60 years of AI discourse(s). What we talk about when saying AI is not what it meant in 1958, when John McCarthy, Marvin Minsky and their colleagues started using the term. Biological information processing is now firmly embedded in commercial applications like the intelligent personal Google Assistant, Facebook's facial recognition algorithm, Deep Face, Amazon's device Alexa or Apple's software feature Siri to mention just a few.
£28.89
Transcript Verlag On Desire – Positions of Time–Based and Immersive
Book SynopsisDesire indicates phenomena that are implicated in a productive ambiguity. These phenomena associate basic elements of human coexistence, while also referencing complex social processes and institutions. With today's new media we experience an assemblage of desire that maps out new relationships to the social body, to sexuality and gender questions, to ownership, and to the production, perception, and appropriation of moving images.This book brings together a broad spectrum of international positions relating to the time-based, immersive arts presented at the third B3 - the Biennial of the Moving Image Frankfurt/Main 2017 - which focuses on desire in the contemporary world. An extensive essay by Marc Ries develops a theoretical framework relating the moving image to desire.Contributions by Candice Breitz, Douglas Gordon, Johan Grimonprez, Jonas Mekas, Larissa Sansour, Igor Simic, and Frederico Solmi.Desire/Begehren benennt Phänomene, die in eine produktive Ambivalenz eingeschrieben sind. Sie assoziieren Grundelemente menschlichen Zusammenlebens, verweisen aber zugleich auf komplexe gesellschaftliche Prozesse und Institutionen. Mit den gegenwärtigen Medien erleben und erfahren wir ein Gefüge des Begehrens, das neue Verhältnisse zum sozialen Körper, zur Sexualität und Geschlechterfrage, zum Eigentum und auch zur Produktion, Wahrnehmung und Aneignung von Bewegtbildern entwirft.Der Band versammelt ein Spektrum an internationalen Positionen zeitbasierter und immersiver Künste der dritten B3 - Biennale des Bewegten Bildes Frankfurt/Main 2017 - zum Begehren in der Gegenwart. Ein umfassender Essay von Marc Ries entwickelt einen theoretischen Rahmen der Beziehung des bewegten Bildes zum Begehren.Beiträge von Candice Breitz, Douglas Gordon, Johan Grimonprez, Jonas Mekas, Larissa Sansour, Igor Simic und Frederico Solmi.Table of ContentsPreface; Das Bewegte Bild Des Begehrens / The Moving Image of Desire; Prolog on Desire; In Den Hauptrollen: Desire Und Begehren/In the Leading Roles: Desire and Aspiration; Ausstellung/Exhibition; Sammlungen/Collections; Filme/Movies; Specials / Vr Kino; Arte 360; Fulldome; Vr Installations; Filmuniversität Babelsberg; Zürcher Hochschule Der Künste; Parcourspartner Schauspiel / Oper Frankfurt; Frankfurter Kunstverein; Museum Sinclair-Haus; Kunsthalle Darmstadt; Portikus Frankfurt; Nassauischer Kunstverein Wiesbaden; Exzellenzcluster Normative Orders; Awards B3 Ben Award 2017; Ingvild Goetz; Jonas Mekas; Gäste Guests A-Z; Anhang Appendix Bildnachweis; Photo Credits; Team Impressum.
£24.64
Transcript Verlag Situated in Translations – Cultural Communities
Book SynopsisCultural communities are shaped and produced by ongoing processes of translation understood as aesthetic media practices - such is the premise of this volume. Taking on perspectives from cultural, literary and media studies as well as postcolonial theory, the chapters shed light on composite cultural and heterotypical translation processes across various media, such as texts, films, graphic novels, theater and dance performances. Thus, the authors explore the cultural contexts of diverse media milieus in order to explain how cultural communities come into being.
£31.19
Transcript Verlag Games and Bereavement – How Video Games Represent
Book SynopsisHow can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue.
£31.19
Transcript Verlag Digital Culture & Society (DCS) Vol. 5, Issue 2 –
Book SynopsisThis double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. We will take a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work. The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, "goldfarming", and Twitch gameplay broadcasting, amongst many others. A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as "gamification" while critical voices denounce such attempts as ideology, exploitation or simply "bullshit".
£28.89
Transcript Verlag Screening Economies – Money Matters and the
Book SynopsisThe relationship between economy, finance and society has become opaque. Quantum leaps in complexity and scale have turned this deeply interdependent web of relations into an area of incomprehensible abstraction. And while the economization of life has come under widespread critique, inquiry into the political potential of representational praxis is more crucial than ever. This volume explores ethical, aesthetic and ideological dimensions of economic representation, redressing essential questions: What are the roles of mass and new media? How do the arts contribute to critical discourse on the global techno-economic complex? Collectively, the contributions bring theoretical debate and artistic intervention into a rich exchange that includes but also exceeds the conventions of academic scholarship.
£20.69
Transcript Verlag What is the Avatar?: Fiction and Embodiment in
Book SynopsisWhat are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.
£35.99
Transcript Verlag Playing Dystopia – Nightmarish Worlds in Video
Book SynopsisVideo games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events.Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own "offline" environment, thus learning to stay wary of social and political developments.In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games.Trade Review"A valuable perspective on the video game narrative and the relationship between play, player, and video game." Ashley P. Jones, Journal of the Fantastic in the Arts, 31/3 (2020)"Farcas work [...] provides a valuable perspective on the video game narrative and the relationship between play, player, and video game." Journal of Fantastic in the Arts, 31/3 (2020)
£44.79
Transcript Verlag Post–Digital Cultures of the Far Right – Online
Book SynopsisHow have digital tools and networks transformed the far right's strategies and transnational prospects? This volume presents a unique critical survey of the online and offline tactics, symbols and platforms that are strategically remixed by contemporary far-right groups in Europe and the US. It features thirteen accessible essays by an international range of expert scholars, policy advisors and activists who offer informed answers to a number of urgent practical and theoretical questions: How and why has the internet emboldened extreme nationalisms? What counter-cultural approaches should civil societies develop in response?Trade Review"This global perspective is important in view of the cross-border networking of actors only consistently and brings with it a multitude of new insights." Tobias Fernholz, Forschungsjournal Soziale Bewegungen, 32/3 (2019), translated from German
£28.89
Transcript Verlag Time and Space in Video Games – A
Book SynopsisVideo games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson.
£35.99
Transcript Verlag The Democratization of Artificial Intelligence –
Book SynopsisAfter a long time of neglect, Artificial Intelligence is once again at the center of most of our political, economic, and socio-cultural debates. Recent advances in the field of Artifical Neural Networks have led to a renaissance of dystopian and utopian speculations on an AI-rendered future. Algorithmic technologies are deployed for identifying potential terrorists through vast surveillance networks, for producing sentencing guidelines and recidivism risk profiles in criminal justice systems, for demographic and psychographic targeting of bodies for advertising or propaganda, and more generally for automating the analysis of language, text, and images. Against this background, the aim of this book is to discuss the heterogenous conditions, implications, and effects of modern AI and Internet technologies in terms of their political dimension: What does it mean to critically investigate efforts of net politics in the age of machine learning algorithms?
£44.79
Transcript Verlag Medial Bodies Between Fiction and Faction –
Book SynopsisIn the past decades, developments in the fields of medicine, new media, and biotechnologies challenged many representations and practices, questioning the understanding of our corporeal limits. Using concrete examples from literary fiction, media studies, philosophy, performance arts, and social sciences, this collection underlines how bodily models and transformations, thought until recently to be only fictional products, have become a part of our reality. The essays provide a spectrum of perspectives on how the body emerges as a transitional environment between fictional and factual elements, a process understood as faction.
£40.00
Transcript Verlag Ludotopia – Spaces, Places, and Territories in
Book SynopsisWhere do computer games "happen"? The articles collected in this pioneering volume explore the categories of "space", "place" and "territory" featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.
£999.99
Transcript Verlag Practices of Speculation – Modeling, Embodiment,
Book SynopsisThis volume offers innovative ways to think about speculation at a time when anticipation of catastrophe in an apocalyptic mode is the order of the day and shapes public discourse on a global scale. It maps an interdisciplinary field of investigation: the chapters interrogate hegemonic ways of shaping the present through investments in the future, while also looking at speculative practices that reveal transformative potential. The twelve contributions explore concrete instances of envisioning the open unknown and affirmative speculative potentials in history, literature, comics, computer games, mold research, ecosystem science and artistic practice.
£37.59
Transcript Verlag Architectonics of Game Spaces – The Spatial Logic
Book SynopsisWhat consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.Table of ContentsIntroduction; Invisible (Game) Cities; In-World Realism; Video/Game; Games as Provinces of Meaning; Free your Imagination!; A Fascination for Empty Rooms; Towards an Architecture of Desire; The Architectonics of Game Spaces; Virtual World Weariness; The Lived Space of Computer Games; The Architectural Continuum; From Asteroids to Architectoids; Piercing all Layers of the Anthroposphere; Creating Fascinating Spaces; Augmented Play, Art, and Space; Play the City; Democracy, Video Games, and Urban Design; Video Game Urbanism; Bibliography/Ludography; Image Copyrights; Authors.
£35.99
Transcript Verlag Moving Images – Mediating Migration as Crisis
Book SynopsisIn recent years, spectacular images of ruined boats, makeshift border camps, and beaches littered with life vests have done much to consolidate the politics of movement in Europe. Indeed, the mediation of migration as a crisis has worked to shore up various forms of militarized surveillance, humanitarian response, legislative action, and affective investment. Bridging academic inquiry and artistic and activist practice, the essays, documents, and artworks gathered in Moving Images interrogate the mediation of migration and refugeeism in the contemporary European conjuncture, asking how images, discourses, and data are involved in shaping the visions and experience of migration in increasingly global contexts.Trade Review"Against the background that a changed perception of migration enables a revision of one's own attitude, the publication is of great social and political relevance beyond the results of image and art studies." Tanja-Bianca Schmidt, www.sehepunkte.de, 20/10 (2020), translated from German
£35.99
Transcript Verlag Portraits of Automated Facial Recognition – On
Book SynopsisAutomated facial recognition algorithms are increasingly intervening in society. This book offers a unique analysis of these algorithms from a critical visual culture studies perspective. The first part of this study examines the example of an early facial recognition algorithm called "eigenface" and traces a history of the merging of statistics and vision. The second part addresses contemporary artistic engagements with facial recognition technology in the work of Thomas Ruff, Zach Blas, and Trevor Paglen. This book argues that we must take a closer look at the technology of automated facial recognition and claims that its forms of representation are embedded with visual politics. Even more significantly, this technology is redefining what it means to see and be seen in the contemporary world.
£31.19
Transcript Verlag Political Participation in the Digital Age – An
Book SynopsisThis book explores the potential of the Internet for enabling new and flexible political participation modes. It meticulously illustrates how the Internet is responsible for citizens' participation practices from being general, high-threshold, temporally constricted, and dependent on physical presence to being topic-centered, low-threshold, temporally discontinuous, and independent from physical presence. With its ethnographic focus on Icelandic and German online participation tools Betri Reykjavík and LiquidFriesland, the book offers plentiful advice for citizens, programmers, politicians, and administrations alike on how to get the most out of online participation formats.
£39.99
Transcript Verlag Emerging Affinities: Possible Futures of
Book SynopsisThis volume is a response to the growing need for new methodological approaches to the rapidly changing landscape of new forms of performative practices. The authors address a host of contemporary phenomena situated at the crossroads between science and fiction which employ various media and merge live participation with mediated hybrid experiences at both affective and cognitive level. All essays collected here move across disciplinary divisions in order to provide an account of these new tendencies, thus providing food for thought for a wide readership ranging from performative studies to the social sciences, philosophy and cultural studies.
£31.19
Transcript Verlag Proximity and Distance in Northern Landscape Pho
Book SynopsisNorthern landscapes are both real places and representations, imagined spaces - notions which are bound to collide in landscape photography. In this book, photographers, academics, curators, and archivists from Germany, Finland, Scandinavia, the US, and the UK address urgent questions about environmental degradation, globalization, consumerism, and the role of new technologies of representation in relation to landscape. Wide-ranging case studies examine the interpretation, experience, and appropriation of landscape in northern Europe, northern England, Scotland, and the Nordic countries. The book explores tensions in landscape photography between an emphasis on proximity and the embodied experience of place and space, and an advocacy of distance and critical engagement and a questioning of the primacy of direct experience.
£28.89
Transcript Verlag Digital Culture & Society (DCS) Vol. 6, Issue 2 –
Book SynopsisAs DIY digital maker culture proliferates globally, research on these practices is also maturing. Still, particular terminologies dominate beyond their Western contexts, and technocultural histories of making are often rendered as over-simplified technomyths that render invisible diverse local practices. This special issue brings together contributions that highlight how historicising plays a role in mythmaking and the creation of social imaginaries. The peer-reviewed articles present cultural-historical perspectives, technology and design histories and historiographies, and alternative histories related to postcolonial resistance. The contributions illustrate the relevance of craft to making as a reparative practice after the Salvadoran Civil War and as a leisure activity to spark "innovation" in mid-century corporate culture; the political-economic background to the diffusion and differentiation of community workshops in contemporary Spain and post-war Germany; and the various aesthetics and politics of technology culture manifestos over the years.The issue features an interview with Peter Harper of the Alternative Technology movement by Simon Sadler, as well as an interview with Felix Holm and Suné Stassen on the antecedents of making and design in South Africa. The special issue is rounded off with six short alternative (hi)stories of DIY making including multiple practices, geographies and temporalities.
£28.89
Transcript Verlag Digital Culture & Society (DCS) – Vol. 6, Issue
Book SynopsisThe design and use of metadata is always culturally, socially, and ideologically inflected. The actors, whether these are institutions (museums, archives, libraries, corporate image suppliers) or individuals (image producers, social media agents, researchers), as well as their agendas and interests, affect the character of metadata. There is a politics of metadata. This issue of Digital Culture & Society addresses the ideological and political aspects of metadata practices within image collections from an interdisciplinary perspective. The overall aim is to consider the implications, tensions, and challenges involved in the creation of metadata in terms of content, structure, searchability, and diversity.
£28.89
Transcript Verlag Playing Utopia – Futures in Digital Games
Book SynopsisMedia narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystopias are part of the standard gaming repertoire, Games feature utopias much less frequently. Why? This anthology examines playful utopias from two perspectives. It investigates utopias in digital Games as well as utopias of the digital game; that is, the role of ludic elements in scenarios of the future.Table of ContentsPreface and Acknowledgements; Utopian Futures. A Brief History of Their Conception and Representation in Modern Media: From Literature to Digital Games; Utopias in Digital Games; Tinkering with Political Utopias and Dystopias in DEMOCRACY 3. An Educational Perspective; The Concept of Utopia in Digital Games; "Everything is true; nothing is permitted". Utopia, Religion and Conspiracy in ASSASSIN'S CREED; Beyond the Holonovel. The Holographic Interactive Digital Entertainment Utopia of STAR TREK; Utopias of Digital Games; Feminist Interventions for Better Futures of Digital Games; Ludopian Visions. On the Speculative Potential of Games in Times of Algorithmic Work and Play; Playful Utopias. Sandboxes for the Future; Building Utopia, Brick by Brick? Selling Subversiveness in LEGO DIMENSIONS; We have won this battle: Modding and Swapping as a Utopian Video Game Practice; The Utopia of Getting Over It; Contributors.
£35.99
Transcript Verlag Violence Perception Video Games – New
Book SynopsisThis volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2017 and 2018. The 2017 workshop - Perceiving Video Games - explored the video game medium by focusing on perception and meaning-making processes. The 2018 workshop - Reframing the Violence and Video Games Debate - transcended misleading claims that link video games and violent behavior by offering a range of fresh topical perspectives. From BA students to postdoctoral researchers, the young academics of this anthology stem from a spectrum of backgrounds, including game studies, game design, and phenomenology. This volume also features an entry by renowned psychologist Christopher J. Ferguson.Table of ContentsPreface; Introduction; Reframing the Violence and Video Games Debate; Real Violence Versus Imaginary Guns. Why Reframing the Debate on Video Game Violence is Necessary; Avatars Don't Kill People, Players Do! Actor-Network-Theory, Mediation, and Violence in Avatar-Based Videogames; The (American) Way of Experiencing Video Game Violence; Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role Distancing in A WAY OUT; The Playing Voyeur. Voyeurism and Affect in the Age of Video Games; The Spectacle of Murder. Over-Aestheticized Depiction of Death in Horror Video Games; Designing Rituals Instead of Ceremonies. The Meaningful Performance of Violence in Video Games; Damage over Time. Structural Violence and Climate Change in Video Games; Perceiving Video Games; A Cyborg, If You Like. Technological Intentionality in Avatar-Based Single Player Video Games; Player Perception of Gameworlds and Game Systems: Load Theory as Game Analytic Tool; On Character Analysis and Blending Theory. Why You Cried at the End of THE LAST OF US; Depression and Digital Games. An Investigation of Existing Uses of Therapy Games; Perceived Behaviors of Personality-Driven; From Pixelated Blood and Fixed Camera Perspectives to VR Experience. Tracing the Diversification of Survival Horror Video Games and Their Altered Mode of Perception; Survival Horror and Masochism. A Digression from the Modern Scopic Regime; Epiphany Through Kinaesthetics. Unfolding Storyworlds in Immersive Analog Spaces; Authors.
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Transcript Verlag Music – Media – History – Re–Thinking Musicology
Book SynopsisMusic and sound shape the emotional content of audio-visual media and carry different meanings. This volume considers audio-visual material as a primary source for historiography. By analyzing how the same sounds are used in different media contexts at different times, the contributors intend to challenge the linear perspective of (music) history based on canonic authority. The book discusses AV-Documents (analysis in context), methodological questions (implications for research, education, and popularization of knowledge), archives of cultural memory (from the perspective of Cultural Studies) as well as digitalization and its consequences (organization of knowledge).
£35.99
Transcript Verlag Home/Fronts – Contemporary War in British
Book SynopsisIn recent years, the US-led invasions of Afghanistan and Iraq have had an impact on the UK rivalled only by Brexit and the global financial crisis. For people at home, the wars were ever-present in the media yet remained distant and difficult to apprehend. Janina Wierzoch offers an analytical survey of British contemporary war narratives in novels, drama, film, and television that seek to make sense of the experience. The study shows how the narratives, instead of reflecting on the UK`s role as invader, portray war as invading the British home. Home loses its post-Cold War sense of "permanent peace" and is recast as a home/front where war once again becomes part of what it means to be "us".
£40.00
Transcript Verlag Images on the Move – Materiality – Networks –
Book SynopsisIn contemporary society, digital images have become increasingly mobile. They are networked, shared on social media, and circulated across small and portable screens. Accordingly, the discourses of spreadability and circulation have come to supersede the focus on production, indexicality, and manipulability, which had dominated early conceptions of digital photography and film. However, the mobility of images is neither technologically nor conceptually limited to the realm of the digital. The edited volume re-examines the historical, aesthetical, and theoretical relevance of image mobility. The contributors provide a materialist account of images on the move - ranging from wired photography to postcards to streaming media.
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Transcript Verlag A New Science for Future – Climate Impact
Book SynopsisBuilding on concepts from Science & Technology Studies, Simon David Hirsbrunner investigates practices and infrastructures of computer modeling and science communication in climate impact research. The book characterizes how scientists calculate future climate risks in computer models and scenarios, but also how they circulate their insights and make them accessible and comprehensible to others. By discussing elements such as infrastructures, visualizations, models, software and data, the chapters show how computational modeling practices are currently changing in light of digital transformations and expectations for an open science. A number of inventive research devices are proposed to capture both the fluidity and viscosity of contemporary digital technology.
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