12 research outputs found

    Proper P-compatible hypersubstitutions

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    Hyperidentities and Related Concepts, II

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    This survey article illustrates many important current trends and perspectives for the field including classification of hyperidentities, characterizations of algebras with hyperidentities, functional representations of free algebras, structure results for bilattices, categorical questions and applications. However, the paper contains new results and open problems, too

    Hyperidentities and Related Concepts, I

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    This survey article illustrates many important current trends and perspectives for the field including classification of hyperidentities, characterizations of algebras with hyperidentities, functional representations of free algebras, structure results for bigroups, categorical questions and applications. However, the paper contains new results, too

    Value in play: Games Items in Digital Environments

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    Game items have become valuable objects that can be traded by both players and game companies. However, valuable game items are typically misunderstood by the public as something unreal or unserious that should not be treated as something valuable. In this thesis, I examine how game items play a significant role as valuable objects in the culturally situated contexts of gameplay and beyond. In current mainstream discourses, the reasons why game items are so valuable to players can be understood from two main perspectives derived from two traditional approaches: the labour theory of value and the subjective theory of value. On the one hand, followers of the labour theory of value argue that the value of game items is manifest when players make efforts to obtain them. On the other hand, advocators of the subjective theory of value suggest that this value is given by players’ subjective personal preferences. Although these two perspectives provide useful insights for understanding the value of game items, neither on its own is enough to provide sophisticated explanations for how the value of game items is created and used in different contexts of gameplay that involve much more complexity. This thesis argues that the value of game items is a result of the interplays between different factors involved with both the production and consumption processes in digital gaming. Drawing on theoretical concepts from different disciplines including media studies, economics, game design, performance studies, and sociology, this thesis argues that the value of game items should also be understood in three alternative contexts: game design; players’ in-game social performance; and player groups. The role of game items as valuable objects therefore does not only originate from players’ efforts and personal preferences, but is also created and affected by game mechanics and the strategies of game companies, the way players perform their online identities, and the influence of player groups in digital environments. This thesis suggests that a multi-perspective and an interdisciplinary approach are appropriate and necessary to provide a more comprehensive picture of how game items have become significantly valuable

    Producing Affection : Affect and Mediated Intimacy in Pokémon

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    Pokémon is a global multimedia franchise formed around a core series of videogames and a variety of characters to collect, learn about, and play with. Throughout its decades of development, Pokémon has grown into a media mix comprising of digital and analog games, animations, comics, toys, and a plethora of branded merchandize, all centering on the Pokémon characters and the audience’s relationship with them. In this thesis, I explore how affection is formed and distributed in Pokémon. I view the relationship with Pokémon characters as a form of mediated intimacy, theorizing it as feelings of affection and closeness expressed through and aimed at technology. Through this, I discuss how technological and fantastical bodies wield agency and actively participate in the formation of everyday affects. By drawing primarily on game studies and affect studies, I develop an interdisciplinary method for playing and reading media texts for their affects and use it to analyze the media mix of Pokémon and the affective relations therein. I focus primarily on the Pokémon videogames that serve as the core product of the entire media mix. I examine what it means to construct an entire media mix based on videogames and play and suggest this as a key interpretive arrangement for understanding the mediated intimacy of Pokémon. This study presents the mediated intimacy of Pokémon as the result of the ludic and technological foundations of the Pokémon media mix, at the heart of which is the role-playing form of the original videogames and the way they have positioned audiences as participants and characters in the world of Pokémon. In this playful environment that overlaps fiction and everyday reality, the media mix guides its players to conduct a form of affective labor to access and traverse the textual whole of Pokémon and furthermore aligns this effort with the diegetic theme of caretaking as captured on the transmedia bodies of Pokémon. Additionally, this work contributes to the theorization and rethinking of intimacies by exploring affection in human and non-human networks as an entanglement of biological and technological actors.Tuotettua kiintymystä. Pokémonin affekti ja medioitu intiimiys Pokémon on globaali monimediakokonaisuus. Sen keskiössä on joukko videopelejä sekä niiden hahmoja, joita kerätään, joista opitaan ja joiden kanssa leikitään. Pokémonista on vuosikymmenten mittaan kasvanut mediatuotteiden rypäs, media mix: monista tuote- ja julkaisukanavista koostuva kokonaisuus, joka sisältää digitaalisia ja analogisia pelejä, animaatioita, sarjakuvia, leluja ja brändituotteita, joissa kaikissa korostuvat Pokémon-hahmot sekä yleisön suhde niihin. Väitöskirjassani tarkastelen, miten kiintymystä rakennetaan ja levitetään Pokémonissa. Tutkin Pokémon-hahmoihin muodostettuja suhteita medioidun intiimiyden käsitteen kautta. Tutkimuksessani suhteet näyttäytyvät kiintymyksellisten tunteiden tiivistyminä sekä läheisyytenä, jota ilmaistaan teknologian avulla ja sitä kohtaan. Näin tarkastelen, miten teknologisten sekä fantastisten kehojen toimijuus näkyy arkipäiväisten affektien muodostumisessa. Ammentamalla pelitutkimuksesta ja affektitutkimuksesta kehitän monitieteisen metodin mediatekstien pelaamiseen ja lukemiseen, ja käytän sitä Pokémonin media mixin, sen affektien ja sen piirissä muodostettujen kiintymyssuhteiden analysointiin. Keskityn erityisesti Pokémon-videopeleihin, jotka toimivat koko media mixin ydintuotteena. Tutkin, miten Pokémonin media mix on rakennettu ensisijaisesti pelilliselle ja leikilliselle pohjalle, ja ehdotan tätä tulkintamallia keskeiseksi Pokémonin medioidun intiimiyden ymmärtämiselle. Tutkimuksen tuloksena esitän Pokémonin medioidun intiimiyden muodostuvan Pokémonin media mixin leikillisistä ja teknologisista juurista, joiden perustana on alkuperäisten Pokémon-videopelien roolipelillinen rakenne sekä se, miten sen avulla pelaajat on asemoitu hahmoiksi Pokémonin maailmaan. Fiktiota ja todellisuutta sekoittavassa leikillisessä ympäristössä Pokémonin media mix ohjaa pelaajia hoivan ja huolenpidon teemojen kautta tekemään tunnetyötä tuoteperheen mediatekstien parissa ja piirtää tämän työn tulokset Pokémon-hahmojen monimediakehoille. Lisäksi väitöstutkimukseni osallistuu intiimiyden laajempaan teoretisointiin ja uudelleenmäärittelyyn tarkastelemalla elollisten ja leikillisesti elävien toimijoiden suhteita biologisena ja teknologisena yhteenliittymän

    On evangelizing an avatar : an empirical exploration of the expression of faith in virtual reality

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    Mission is a central aspect of the Christian faith and much thought is given to the challenge of proclaiming the gospel in a new context or to a different people group (i.e. contextualization). In recent years, a new context has come to the forefront that has been and is being created through technology, namely virtual reality (VR). The purpose of this study is to explore how contextualization, with regards to evangelization, needs to be done in VR. The proposed thesis is that VR provides a new context in which the Christian faith is, or should be, shared in a contextualized way. Although much thought is given to the question of religion in VR, it mostly focuses on the nature of communities online. This study addresses the issue of online evangelization, which has so far received less attention. This doctoral thesis is structured after the empirical-theological praxis cycle of Faix (2007a), and the Policy Delphi Method (PDM) is the research technique used. Through the PDM, a panel of experts from different backgrounds (theologians, sociologists, and practitioners) discussed the various ways in which VR affects evangelization, the way people form their religious identity, and how contextualization could take place. The aim of this research is to contribute to the field of missiology by investigating VR as a new context in which to proclaim the Christian faithChristian Spirituality, Church History and MissiologyD. Th. (Missiology

    On evangelizing an avatar : an empirical exploration of the expression of faith in virtual reality

    Get PDF
    Mission is a central aspect of the Christian faith and much thought is given to the challenge of proclaiming the gospel in a new context or to a different people group (i.e. contextualization). In recent years, a new context has come to the forefront that has been and is being created through technology, namely virtual reality (VR). The purpose of this study is to explore how contextualization, with regards to evangelization, needs to be done in VR. The proposed thesis is that VR provides a new context in which the Christian faith is, or should be, shared in a contextualized way. Although much thought is given to the question of religion in VR, it mostly focuses on the nature of communities online. This study addresses the issue of online evangelization, which has so far received less attention. This doctoral thesis is structured after the empirical-theological praxis cycle of Faix (2007a), and the Policy Delphi Method (PDM) is the research technique used. Through the PDM, a panel of experts from different backgrounds (theologians, sociologists, and practitioners) discussed the various ways in which VR affects evangelization, the way people form their religious identity, and how contextualization could take place. The aim of this research is to contribute to the field of missiology by investigating VR as a new context in which to proclaim the Christian faith.Christian Spirituality, Church History and MissiologyD. Th.(Missiology

    Enabling collective creativity in schools using Minecraft: serious play

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    Situated in complexity theory this thesis covers the broad area of creativity re-conceptualise creativity within Australian mainstream education, as being something that continually emerges from collective process. In doing so, many of the key characteristics of the Australian education system, were analysed for the role they played in enabling or hindering creativity within a school. M inecraft was a key pedagogical tool used to filter this aspects through to reimagine them. The findings of this study included: 1. Situating pedagogies framed in complexity have limited scope in the current discourse around mainstream Australian education. 2. There is a role for pedagogies that arise out of new and conflicting discourses (e.g., complexity theory). Its place and role are one of continual ‘deterritorialization and reterritorialization’ (Deleuze & Guattari 1987; Roy 2003). Despite existing only on the edge of the discourse, their mere existence is evidence of the potential for change. 3. Digital games based on complexity, such as the MMO game Minecraft, have a place in education and are enablers of systemic creativity. 4. The students in the study were developing new and previously unnamed multithreaded identities through their complex game design and play. I have labelled this new form of identity Vellooming
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