13 research outputs found

    Playin’ the city : artistic and scientific approaches to playful urban arts

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    An Theorien und Diskussionen über die Stadt mangelt es nicht, denn Städte dienen uns u.a. als Projektionsfläche zur Auseinandersetzung mit unserer Vergangenheit, der Gegenwart und unserer Zukunft. Diese Ausgabe 1 (2016) der Navigationen untersucht spielerische Formen dieser Auseinandersetzung in und mit der Stadt durch die sogenannten playful urban arts.The city has been discussed and theorized widely, and it continues to serve as a space in which our sense of the present, past, and future is constantly negotiated. This issue 1 (2016) of Navigationen examines new ways of engaging with cities through what are called the playful urban arts. Playful engagements with the urban environment frequently strive to create new ways of imagining and experiencing the city. In and through play, city spaces can become playgrounds that have the potential to transform people’s sense of themselves as human actors in an urban network of spatially bound and socio-economically grounded actions. Emerging from the playin’siegen urban games festival 2015, the essays and panel discussions assembled in this issue provide an interdisciplinary account of the contemporary playful urban arts. Wiht contributions by Miguel Sicart, Andreas Rauscher, Daniel Stein, Judith Ackermann and Martin Reiche, Michael Straeubig and Sebastian Quack, Marianne Halblaub Miranda and Martin Knöll, and Anne Lena Hartman

    "Written So You Can Understand It" : the process and people behind creating an issue of Popular Mechanics

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    Professional project report submitted in partial fulfillment of the requirements for the degree of Masters of Arts in Journalism from the School of Journalism, University of Missouri--Columbia.At 112 years old, Popular Mechanics has one of the longest legacies in magazines. Looking at the editorial process, editor-in-chief Jim Meigs talks about what makes great science journalism at Popular Mechanics. He talks on topics of style, content, and accuracy and how these come together to form every issue. This paper benefits the industry by analyzing how a consumer science magazine in a rapidly changing industry covers science and technology. These pages not only give industry professionals insight on how to find and craft a science magazine story, but this project also gives potential magazine students insight into the editorial process of a national magazine and the kind of journalism chops that are needed to succeed in this industry.Includes bibliographic references

    From Fan Videos to Crowdsourcing: The Political Economy of User-Driven Online Media Platforms and Practices

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    Following its rise to popularity from 2004 onwards, an increasingly idealistic and dominant conception of platforms, practices, and projects shaped by the Web 2.0 paradigm or the Social Web would emerge and rehabilitate past utopian assertions about the democratizing, participatory, and collaborative potential of the Internet, so as to attractively characterize them as enabling radically empowering forms of online participation by average citizens. In this dissertation, the core features of the affectively charged discourse surrounding this growing media environment are critically examined in order to understand their misleading character and supportive function within the communicative economy of contemporary neoliberal capitalism and the media apparatus of flexible control strategies that sustains it. Moreover, with the help of critical-theoretical, political-economic, and autonomist theories, this dissertation analyzes a set of representative online media practices driven by users and embodying the individualistic and collective incarnations of the Social Web — such as YouTube-based gameplay commentary videos and fanvid parodies of animated media from Japan along with key examples of media crowdsourcing like the Life in a Day documentary and the Star Wars Uncut remake project. Its analysis of these case studies exposes how the above media apparatus of strategies and decisions increasingly shaping this digital media ecosystem, while encouraging the creative agency of online users, often results in its flexible control by corporate interests and the formation of new forms of power relations, inequality, and exploitation

    The great divide? Occupational limbo and permanent liminality amongst ‘teaching only’ staff in higher education

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    In this paper, we contribute new theoretical perspectives and empirical findings to the conceptualisation of occupational liminality, specifically in relation to so-called ‘teaching-only’ staff at UK universities. Here, we posit ‘occupational limbo’ as a state distinct from both transitional and permanent liminality; an important analytic distinction in better understanding occupational experiences. In its anthropological sense, liminality refers to a state of being betwixt and between; it is temporary and transitional. Permanent liminality refers to a state of being neither-this-nor-that, or both-this-and-that. We extend this framework in proposing a conceptualisation of occupational limbo as always-this-and-never-that. Based on interviews with 51 teaching-only staff at 20 research-intensive ‘Russell Group’ universities in the United Kingdom, findings revealed participants’ highly challenging occupational experiences. Interviewees reported feeling ‘locked-in’ to an uncomfortable state by a set of structural and social barriers often perceived as insurmountable. These staff felt negatively ‘marked’ (Allen-Collinson, 2009), subject to identity contestation as academics, and were found to engage in negative, often self-deprecatory identity talk that highlighted a felt inability to cross the līmen to the elevated status of ‘proper academics’ (Bamber et al., 2017). The findings and the new conceptual framework provide sociological insights with wider application to other occupational spheres

    Geek Cultures: Media and Identity in the Digital Age

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    This study explores the cultural and technological developments behind the transition of labels like \u27geek\u27 and \u27nerd\u27 from schoolyard insults to sincere terms identity. Though such terms maintain negative connotations to some extent, recent years have seen a growing understanding that geek is chic as computers become essential to daily life and business, retailers hawk nerd apparel, and Hollywood makes billions on sci-fi, hobbits, and superheroes. Geek Cultures identifies the experiences, concepts, and symbols around which people construct this personal and collective identity. This ethnographic study considers geek culture through multiple sites and through multiple methods, including participant observation at conventions and local events promoted as geeky or nerdy ; interviews with fans, gamers, techies, and self-proclaimed outcasts; textual analysis of products produced by and for geeks; and analysis and interaction online through blogs, forums, and email. The findings are organized around four common, sometimes overlapping images and stereotypes: the geek as misfit, genius, fan, and chic. Overall, this project finds that these terms represent a category of identity that predates the recent emergence of geek chic, and may be more productively understood as interacting with, rather than stemming from, dimensions of identity such as gender and race. The economic import of the internet and the financial successes of high-profile geeks have popularized the idea that nerdy skills can be parlayed into riches and romance, but the real power of communication technologies has been in augmenting the reach and persistent availability of those things that encourage a sense of belonging: socially insulated safe spaces to engage in (potentially embarrassing) activities; opportunities to remotely coordinate creative projects and social gatherings; and faster and more widespread circulation of symbols - from nerdcore hip-hop to geek-sponsored charities - confirming the existence of a whole network of individuals with shared values. The emergence of geek culture represents not a sudden fad, but a newly visible dimension of identity that demonstrates how dispersed cultures can be constructed through the integration of media use and social enculturation in everyday life

    Course Catalog 2012-2013

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    https://repository.wellesley.edu/catalogs/1140/thumbnail.jp

    Video game trailers: how storytelling is used to create identification and appeal with audiences

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    Video game trailers are an effective promotional form of intermediation that enables audiences to navigate and engage with old and new media. Although video game trailers function as advertisements designed to sell a game, they are also stories that provoke social media commentary and debate. Trailers aim to draw the viewer in, convey sound and imagery, and evoke an involuntary reaction of excitement and awe. In this thesis, I will be using the games Fallout 4, Watch Dogs 2, and Assassin’s Creed: Syndicate. In the case studies, I investigate how viewers make sense of the promotional and storytelling aspects of video game trailers. I examine how video game trailers have the potential to arouse emotions and interest before viewers even play the game. Trailers provide an insight into the basic gameplay, not only into the gameplay but also into the story and the characters (protagonists and antagonists). They show audiences the video game theme genre and provide the viewer with a visual and auditory tool to entice possession. This project explores these themes, showing how video game trailers have an inherited cinematic quality but also how trailers actually spend little time presenting actual gameplay. There is a clear connection with movie trailers, teasing the events that will take place in the game and asking the player what will happen next. In this study, I used the methods of narrative analysis and textual analysis to analyse comments from YouTube, Facebook, and a survey of video gamers. The textual analysis of the trailers raises questions of representation and authenticity. In this research, I identified an incongruity between the representation of the core features of a game and the promotion of those features in the trailer. The narrative analysis of the trailers focused on storytelling and emplotment in the trailers. A key theme that has emerged from the analysis is that superheroes engage in vigilantism, a justifiable form of self-administered violence. Gamers may feel at ease with the violence used to correct perceived injustices. There is potential for gamers to consider the moral grey area of vigilante violence and romanticised vigilantism. With their enhanced ability to simulate complex interactive narratives for actual and simulated authenticity, video games offer a sophisticated engagement with players that contributes significantly to their widespread and universal support. The role of culturally created characters in the experience of playing a video game helps stimulate philosophical research. I explore whether normative audience expectations can speed up the development of cultural expectations about the relationship between the player and the narrative of the game and its audience. In this context, I examine case study video game trailers and ask what it means to revise our understanding of the relationship between power, law, and morality while playing the game. I examine and critique how the narrative, and thus the mechanics of a specific game, shapes our understanding of connection, power, law, or morality; I contend that prestige reflects normative privilege and law

    Online opera: an applied collision of opera and web creativity

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    This practice-based research explores the collision of opera and web creativity through the development and evaluation of a new 'online opera' called "The Village" (2015). Contrasting existing offerings that position the web as a means of disseminating more familiar representations of opera, "The Village" draws on concepts of participatory culture, digital storytelling and co-creativity to advance a culturally novel apprehension of online opera that treats the web as a unique creative space. This interpretation is intrinsically digital, unable to be realised through conventional forms of theatrical presentation, and transformative in its approach to the core elements of opera. "The Village" in additional serves as a vehicle to investigate how the phenomenon of 'liveness' - that is, a feeling of 'now-ness' experienced in live performance - may be reimagined in the context of an entirely mediated opera. A range of theoretical perspectives are drawn on to establish a set of liveness devices that attempt to evoke in visitors to "The Village" a sense of contemporaneity and shared experience. These include temporal alignment between virtual and real-world events and the facilitation of social interaction through a narrative mechanism called the 'Digital Chorus', amongst others. Evaluative activities critique the effectiveness of such devices, and offer means in which they may be modified to better construct 'the live'
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