In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger. In this book, Anne-Marie Schleiner explores a concept she calls "ludic mutation," a transformative process in which the player, who is expected to engage in the preprogrammed interactions of the game and accept its imposed subjective constraints, seizes back some of the power otherwise lost to the game itself. Crucially, this power grab is also relevant beyond the game because players then see the external world...
In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games...
Against the grain of the growing literature on screens, Screen Genealogies argues that the present excess of screens cannot be understood as an expansion and multiplication of the movie screen, nor of the video display.
Against the grain of the growing literature on screens, Screen Genealogies argues that the present excess of screens cannot be understood as an expans...
Taking up the challenges of the datafication of culture, as well as of the scholarship of cultural inquiry itself, this collection contributes to the critical debate about data and algorithms. How can we understand the quality and significance of current socio-technical transformations that result from datafication and algorithmization? How can we explore the changing conditions and contours for living within such new and changing frameworks? How can, or should we, think and act within, but also in response to these conditions? This collection brings together various perspectives on the...
Taking up the challenges of the datafication of culture, as well as of the scholarship of cultural inquiry itself, this collection contributes to the ...