Archives par mot-clé : Digital Culture

Parution : Experimental Games. Critique, Play, and Design in the Age of Gamification

Patrick Jagoda, Experimental Games. Critique, Play, and Design in the Age of GamificationUniversity of Chicago Press, 2021. 

In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life.
 
Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.   

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Parution : News Values from an Audience Perspective

Parution : Gaming the Dynamics of Online Harassment

Kevin Veale, Gaming the Dynamics of Online Harassment, Palgrave Macmilan, 2020.

This book argues that online harassment communities function as Alternate Reality Games (ARGs) where the collective goal is to ruin peoples’ lives.  Framing these communities like ARGs highlights ways to limit their impact in the future, partly through offering people better ways to control their own safety online.

The comparison also underlines the complicity of social networks in online harassment, since the communities use their designs as tools.  Social networks know this, and need to work on minimizing the problem, or acknowledge that they are profiting through promoting abuse. 

Kevin Veale is a Lecturer in Media Studies for the College of Humanities and Social Sciences at Massey University in Aotearoa-New Zealand.  His work focuses on storytelling across media forms, and exploring the ways that different forms of mediation shape the affective experiences of the stories they mediate.

Appel à communications : Études du livre au XXIe siècle : chantiers étudiants en cours

Études du livre au XXIe siècle : chantiers étudiants en cours

Colloque étudiant en ligne organisé par

René Audet (Université Laval / Littérature québécoise mobile)
Julien Lefort-Favreau (Queen’s University/GRÉLQ)
et Mélodie Simard-Houde (Université du Québec à Trois-Rivières / Littérature québécoise mobile)

avec le soutien du Groupe de recherches et d’études sur le livre au Québec (GRÉLQ, Université de Sherbrooke)

Ce « printemps » des études du livre au XXIe siècle vise à mettre en valeur les chantiers de recherche en cours et à mettre en lien les jeunes chercheur⋅e⋅s d’un domaine scientifique qui se dessine à l’intersection de la littérature contemporaine, de l’histoire du livre et de l’édition, de la culture médiatique et des arts visuels.

Le site de l’événement rendra disponibles, à partir de la semaine du 8 mars 2021 et de façon périodique, les contributions des participant⋅e⋅s au colloque. Une discussion ouverte suivra chacune d’elles, pour conduire à un événement-synthèse qui se tiendra dans la semaine du 17 mai 2021. Continuer la lecture de Appel à communications : Études du livre au XXIe siècle : chantiers étudiants en cours

Parution : Subjectivités numériques et posthumain

Sylvie Bauer, Claire Larsonneur, Hélène Machinal et Arnaud Regnauld (dir.)

Subjectivités numériques et posthumain

Presses Universitaires Rennes, collection « Interférences », 2020.

Comment penser l’humain quand toutes sortes d’objets connectés, du téléphone à la montre, se donnent comme des prothèses, voire des doubles de nous-mêmes (augmented self) ? De quelle autonomie dispose un sujet quand toutes nos traces numériques – tant celles que nous avons laissées volontairement que celles qui ont été collectées à notre insu – sont inventoriées et archivées quasi automatiquement (quantified self) ? L’approche proposée dans ce livre est fondamentalement interdisciplinaire car les questionnements relatifs aux devenirs de l’humain et à la définition de son identité que déclenche le posthumain sont universels.

Avec le soutien du laboratoire Anglophonie : communautés, écritures (ACE, EA 1796) de l’université Rennes 2 et de l’université de Bretagne occidentale.

Introduction

Table des matières

Les auteurs

URL de référence : http://pur-editions.fr/detail.php?idOuv=4982

Appel à contributions : IA Fictions – Fictions et Intelligence artificielle

IA Fictions / AI Fictions

Fictions et Intelligence artificielle / Artificial Intelligence and Fictions

Colloque international  / International conference

Date limite / Deadline : 30 Septembre 2020 / 30 September 2020.

C’est le premier colloque jamais organisé sur le thème de l’intelligence artificielle (IA) dans la fiction (littérature, séries, films, bande dessinée, jeux vidéo, arts plastiques) : on s’intéressera aux représentations de l’IA et à leurs significations ainsi qu’aux usages créatifs de l’IA pour produire et comprendre la fiction en textes, en sons, en images fixes et animées, comme en jeux vidéo.

Le colloque aura lieu à la Maison de la recherche de l’Université Paris 3 – Sorbonne nouvelle, Maison de la recherche, 3 rue des Irlandais, 75005 Paris, du 3 au 5 juin 2021. Continuer la lecture de Appel à contributions : IA Fictions – Fictions et Intelligence artificielle

Baroni, R. & C. Gunti, (dir.) (2020), Introduction à l’étude des cultures numériques. La transition numérique des médias, Paris, Armand Colin.

Notre culture est entrée il y a près de 50 ans dans l’ère numérique. Transformant ses techniques de production, ses canaux de diffusion et ses modes de consommation, cette évolution a notamment redécoupé les frontières traditionnelles des arts et des médias. Premier ouvrage en français offrant un aussi vaste panorama de la mutation des productions artistiques depuis l’arrivée des technologies numériques, cette introduction à l’étude des cultures numériques est une synthèse qui vise non seulement à retracer l’évolution spécifique de différents médias (littérature, théâtre, bande dessinée, photographie, cinéma, télévision et jeux vidéo), mais aussi à envisager le phénomène de la convergence médiatique. Il s’agit enfin d’offrir un aperçu des principaux paradigmes (transfictionnalité, remédiatisation, interactivité, immersion, effets spéciaux, etc.) liés à l’essor des cultures numériques et de leur impact sur les formes narratives et fictionnelles, l’enseignement et la critique. Chaque chapitre est une porte d’entrée sur une problématique historique ou théorique très générale, tout en permettant un approfondissement ultérieur par le renvoi à une riche bibliographie.

URL de l’éditeur: https://www.armand-colin.com/introduction-letude-des-cultures-numeriques-la-transition-numerique-des-medias-9782200627980
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Parution : Transgenerational Media Industries

Derek Johnson,Transgenerational Media Industries. Adults, Children, and the Reproduction of Culture, The University of Michigan Press, 2019
Description
Within corporate media industries, adults produce children’s entertainment. Yet children, presumed to exist outside the professional adult world, make their own contributions to it—creating and posting unboxing videos, for example, that provide content for toy marketers. Many adults, meanwhile, avidly consume entertainment products nominally meant for children. Media industries reincorporate this market-disrupting participation into their strategies, even turning to adult consumers to pass fandom to the next generation.

Derek Johnson presents an innovative perspective that looks beyond the simple category of “kids’ media” to consider how entertainment industry strategies invite producers and consumers alike to cross boundaries between adulthood and childhood, professional and amateur, new media and old. Revealing the social norms, reproductive ideals, and labor hierarchies on which such transformations depend, he identifies the lines of authority and power around which legacy media institutions like television, comics, and toys imagine their futures in a digital age. Johnson proposes that it is not strategies of media production, but of media reproduction, that are most essential in this context. To understand these critical intersections, he investigates transgenerational industry practice in television co-viewing, recruitment of adult comic readers as youth outreach ambassadors, media professionals’ identification with childhood, the branded management of adult fans of LEGO, and the labor of child YouTube video creators. These dynamic relationships may appear to disrupt generational and industry boundaries alike. However, by considering who media industries empower when generating the future in these reproductive terms and who they leave out, Johnson ultimately demonstrates how their strategies reinforce existing power structures.

This book makes vital contributions to media studies in its fresh approach to the intersections of adulthood and childhood, its attention to the relationship between legacy and digital media industries, and its advancement of dialogue between media production and consumption researchers. It will interest scholars in media industry studies and across media studies more broadly, with particular appeal to those concerned about the current and future reach of media industries into our lives.

Derek Johnson is Professor of Media and Cultural Studies in the Department of Communication Arts at the University of Wisconsin–Madison.
 

Parution : DIGITAL REASON

Digital Reason. A Guide to Meaning, Medium and Community in a Modern World

Jan Baetens, Ortwin de Graef, and Silvana Mandolessi, Leuven University Press

  • Introductory and user-friendly textbook for scholars and students in the humanities
  • Multidisciplinary approach to digital culture
  • Cross-fertilization of three major perspectives: history of ideas, art, identity and memory studies
  • Includes a wide selection of examples and case studies with many suggestions for advanced study and reading

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Location-Based Storytelling Symposium, June 18th

European Narratology Network (ENN)

Location-Based Storytelling

18 June 2012

In Association with the Narrative Research Group (NRG) and Centre for Excellence in Media Practice (CEMP), Bournemouth Media School

Venue:

The Executive Business Centre

Bournemouth University

89 Holdenhurst Road

BH8 8EB

This symposium responds to the recent upsurge in interest in harnessing mobile technologies and mapping tools for the purposes of storytelling.  Whether this involves extending our experience of existing storyworlds or creating innovative spaces for users to explore, such narratives can be potentially empowering, both in the sense of reconnecting with public places and community histories, and in terms of opening up familiar stories to new audiences and new interpretations.

For many people keen to explore the possible applications of locative media, a lack of technological know-how may be a barrier to participation.  The symposium will therefore include exhibitions based on existing projects, and a workshop in which attendees can gain direct experience of using relevant software.   We will explore the huge potential for utilising these kinds of resources in the classroom, and for developing web based artefacts drawing on the knowledge and experiences of communities of storytellers and readers of all ages.

The event is free to attend, but places are limited so please register your interest by emailing Bronwen Thomas (bthomas@bournemouth.ac.uk<mailto:bthomas@bournemouth.ac.uk> )

Lunch and refreshments will be provided.

Programme

10.45 : Welcome and Introductions.

11-12 : Professor Martin Rieser, De Montfort University — ‘The Mobile Audience and the Poetics of Space.’

12-1 : Buffet Lunch

1-2 : Tim Wright, Digital Writer/Consultant — ‘Kidmapper, BlakeWalk and TheHaunter: three instances of geolocated literature and social reading in the wild.’

2-3 : Dr Robert Clark, University of East Anglia — ‘What Mapping Writing Can Tell Us About the Novels of Defoe and Austen.’

3-3.15 : Tea, Coffee break

3.15-4.15 : Jerome Burg, Founder of Google Lit Trips — ‘Google Lit Trips: Where Place-Based Literature Study Meets

Google Earth’.

4.15-5.15 : Google Lit Trips Workshop (laptops preloaded with Google Earth required).

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