Overcoming The Exploitation Of Passion In Videogame Labor
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Author |
: Joshua Jackson |
Publisher |
: Rowman & Littlefield |
Total Pages |
: 165 |
Release |
: 2023-02-06 |
ISBN-10 |
: 9781666915266 |
ISBN-13 |
: 1666915262 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Overcoming the Exploitation of Passion in Videogame Labor by : Joshua Jackson
Overcoming the Exploitation of Passion in Videogame Labor: Playing with Passion examines the intersection of passion, precarity, and collocation to pinpoint where and how interventions can be made towards better working conditions. Jackson contends that videogames and passion are inextricably linked and explores this intrinsic link where passion is expected and valorized, be it in the context of play, work, or culture. Passion, Jackson argues, is the connective tissue that sews together the shared experiences that people all over the world will undertake through videogames, including winning close matches, experiencing new worlds, and forging new friendships. This book interrogates the outcomes of labor, videogames, and passion colliding – work and play become inextricably linked, and suddenly a ‘passion for games’ becomes an insistent and expected ‘passion for work.’ This, Jackson ultimately posits, leads to the current reality of much of the videogame production industry, where passion is used as a workplace policing tool and a way to push workers to periods of extended work, or crunch periods. Through theorizations regarding passion, bodies, assembly, and assemblage, this text wrestles with what can be done to manifest real change in the videogame industry. Scholars of media studies, technology, and labor studies will find this book of particular interest.
Author |
: Yılmaz Alışkan |
Publisher |
: Rowman & Littlefield |
Total Pages |
: 203 |
Release |
: 2023-09-05 |
ISBN-10 |
: 9781666918441 |
ISBN-13 |
: 166691844X |
Rating |
: 4/5 (41 Downloads) |
Synopsis Hyper-Exploitation in the Hacker Movement by : Yılmaz Alışkan
This book explores the capitalist exploitation of digital media where creativity is a fundamental element in the production of digital goods. Yılmaz Alışkan focuses in particular on open-source hardware communities in which hackers give up a considerable amount of free time and labour to produce open technology they are not compensated for.
Author |
: Chang Yong Son |
Publisher |
: Rowman & Littlefield |
Total Pages |
: 191 |
Release |
: 2024-08-22 |
ISBN-10 |
: 9781666941524 |
ISBN-13 |
: 1666941522 |
Rating |
: 4/5 (24 Downloads) |
Synopsis Digital Technology and Communication Policy in Korea by : Chang Yong Son
Digital Technology and Communication Policy in Korea: From Infrastructure to Artificial Intelligence explores the overlap of politics, policy, and digital development in Korea. Despite attention to digital development and its socio-economic effects across the nation, more research must be devoted to studying how Korean communication policymakers and authorities have coped with innovative technologies and a rapidly changing communication landscape. Chang Yong Son argues that communications policymakers must balance regulatory safety and security commitments against the promotion of innovation and growth in the communication market. Scholars of communication, media studies, technology studies, and Asian studies will find this book of particular interest.
Author |
: Tomás Dodds |
Publisher |
: Rowman & Littlefield |
Total Pages |
: 255 |
Release |
: 2024-04-17 |
ISBN-10 |
: 9781666938616 |
ISBN-13 |
: 1666938610 |
Rating |
: 4/5 (16 Downloads) |
Synopsis Immersive Journalism by : Tomás Dodds
This volume explores the rise of immersive technologies such as virtual reality, augmented reality, and 360 videos in the newsroom and how they affect newsmaking for journalists, news sources, and audiences. As these technologies offer journalists new and exciting opportunities to connect more deeply, emotionally, and presently with their audience, they also introduce unique ethical and practical questions concerning the collection and use of biometric, sensory, and metadata. Contributors analyze this shift from passive consumption to active engagement in order to investigate the positive and negative impacts that immersive technologies can have on journalistic norms, professional ethics, audience engagement, and data protection. Ultimately, this volume highlights both the potential for these technologies to redefine the relationship between news producers and consumers and the potential challenges their integration may pose. Scholars of journalism, communication, science & technology studies, and digital media will find this book particularly useful.
Author |
: Tamara Kunić |
Publisher |
: Lexington Books |
Total Pages |
: 193 |
Release |
: 2023-12-15 |
ISBN-10 |
: 9781666921991 |
ISBN-13 |
: 1666921998 |
Rating |
: 4/5 (91 Downloads) |
Synopsis Participatory Journalism and Reader Comments in Croatia by : Tamara Kunić
"Online discussions in the form of readers' comments are a central part of many news sites and social media platforms. In this book, Tamara Kunić explores and interprets the ways in which digital technology has impacted the production and dissemination of content and the need to adapt in the age of a new audience, the prosumer"--
Author |
: Martha Laham |
Publisher |
: Rowman & Littlefield |
Total Pages |
: 301 |
Release |
: 2020-10-10 |
ISBN-10 |
: 9781538138052 |
ISBN-13 |
: 1538138050 |
Rating |
: 4/5 (52 Downloads) |
Synopsis Made Up by : Martha Laham
Made Up exposes the multibillion-dollar beauty industry that promotes unrealistic beauty standards through a market basket of advertising tricks, techniques, and technologies. Cosmetics magnate Charles Revson, a founder of Revlon, was quoted as saying, "In the factory, we make cosmetics. In the store, we sell hope." This pioneering entrepreneur, who built an empire on the foundation of nail polish, captured the unvarnished truth about the beauty business in a single metaphor: hope in a jar. Made Up: How the Beauty Industry Manipulates Consumers, Preys on Women’s Insecurities, and Promotes Unattainable Beauty Standards is a thorough examination of innovative, and often controversial, advertising practices used by beauty companies to persuade consumers, mainly women, to buy discretionary goods like cosmetics and scents. These approaches are clearly working: the average American woman will spend around $300,000 on facial products alone during her lifetime. This revealing book traces the evolution of the global beauty industry, discovers what makes beauty consumers tick, explores the persistence and pervasiveness of the feminine beauty ideal, and investigates the myth-making power of beauty advertising. It also examines stereotypical portrayals of women in beauty ads, looks at celebrity beauty endorsements, and dissects the “looks industry.” Made Upuncovers the reality behind an Elysian world of fantasy and romance created by beauty brands that won’t tell women the truth about beauty.
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: |
Publisher |
: |
Total Pages |
: 96 |
Release |
: 2001-08-14 |
ISBN-10 |
: |
ISBN-13 |
: |
Rating |
: 4/5 ( Downloads) |
Synopsis The Advocate by :
The Advocate is a lesbian, gay, bisexual, transgender (LGBT) monthly newsmagazine. Established in 1967, it is the oldest continuing LGBT publication in the United States.
Author |
: |
Publisher |
: |
Total Pages |
: 228 |
Release |
: 2000-11 |
ISBN-10 |
: |
ISBN-13 |
: |
Rating |
: 4/5 ( Downloads) |
Synopsis Ebony by :
EBONY is the flagship magazine of Johnson Publishing. Founded in 1945 by John H. Johnson, it still maintains the highest global circulation of any African American-focused magazine.
Author |
: Eugene Gan |
Publisher |
: Emmaus Road Publishing |
Total Pages |
: 172 |
Release |
: 2010 |
ISBN-10 |
: 1931018677 |
ISBN-13 |
: 9781931018678 |
Rating |
: 4/5 (77 Downloads) |
Synopsis Infinite Bandwidth by : Eugene Gan
Franciscan University of Steubenville Professor Eugene Gan authors this first-of-its-kind Catholic roadmap for the digital age: Infinite Bandwidth: Encountering Christ in the Media. He navigates you faithfully through the digital world, encouraging frustrated parents not to throw out cell phones, ban the Internet, chuck computers, or pitch portable media devices. That would be a mistake and believe it or not would be going against more than seven decades of Catholic teaching. From Church documents on social communications, Gan extracts seven principles or "media keys" of how to approach and use media. The Church and Gan say that we must enter into the modern day "Areopagus," the social and intellectual hub of ancient Athens where Paul preached to pagans, and use the media tools God has given us to make truth known and serve mankind. Cardinal John Patrick Foley says, "Frankly, I wish that such a book had existed when I was president of the Pontifical Council for Social Communications as a text which I could have recommended. The important thing, however, is that it exists now to provide a text, context, and challenge for those who wish to bring both Christian principles and professional excellence to their work in the media." Gan offers chapter after chapter of real-life experience of how to assess movies, games, and gadgets for you and your teens. Of how to judge the merits of a film like Saving Private Ryan, and what sets it apart from Nightmare on Elm Street. Can the one be acceptable viewing and the other not? Definitely. And Gan details why. Infinite Bandwidth: Encountering Christ in the Media is way out front of the newest gizmo and will stay there thanks to its timeless principles that can be applied in all digital terrain, now and the future. Parents, educators, and students will put this book down with an entirely different attitude about the relationship between faith and media use.
Author |
: Ian Bogost |
Publisher |
: MIT Press |
Total Pages |
: 463 |
Release |
: 2010-08-13 |
ISBN-10 |
: 9780262261944 |
ISBN-13 |
: 0262261944 |
Rating |
: 4/5 (44 Downloads) |
Synopsis Persuasive Games by : Ian Bogost
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.