1,721,163 research outputs found
De belofte van interactiviteit. Over de realiteit van een ideaal van mediale communicatie
‘Ow god, die snobs zien ons weer aan voor een levend laboratorium’ Participatief internetonderzoek over/met Marokkaans-Nederlandse jongeren
This article covers participatory Internet research strategies with Moroccan-Dutch youth. As the Internet is not a singular entity, informants were stimulated to research with the author the variety of their digital experiences by inviting them to draw an Internet map. Additionally, inviting informants to save and select instant messaging conversation transcripts enabled the collection of non-publicly accessible Internet communication. Not only do these strategies facilitate a bridging of the gap between researchers and informants, they are also useful to make informed decisions about what to include and exclude in the study of digital culture
The persona in autobiographical game-making as a playful performance of the self.
The paper at hand investigates forms and interpretations of author personae in autobiographical videogames. While, previously, autobiographical modes of expression have only been discussed in a few game-based artworks (Poremba 2007), the availability of free, easy-to-use tools like Twine and Ren’Py gradually affords autobiographical writing as a cultural technique outside of deliberately artistic endeavors. Therefore, the paper considers the creation and distribution of autobiographical games as a playful form of identity politics. For that purpose, a comparative content analysis (cf. e.g. Rössler 2012) of selected autobiographical games will be conducted, taking into account rhetorical and audiovisual elements but focusing on procedural design strategies and “bias” (Bogost 2008, 128). The corpus includes explicitly autobiographical sketches like Gravitation (2008) and Dys4ia (2012), but also cases in which the autobiographical characteristics are only implied like The Average Everyday Adventures of Samantha Browne (2016) as well as less polished, sometimes unfinished vignettes. This approach will be selectively complemented by a rhetorical analysis of paratextual elements such as developer statements and user comments. Play and games are increasingly recognized as modes of conceptualizing and expressing individual identity (Frissen et al. 2015, 35–36) that are particularly compatible with postmodern sensibilities. Consequently, the focus of the analysis will lie on how the implementation of the author personae as playable characters enable the developers to curate their identity online, both in terms of Moreno’s psychodrama (Moreno 1987) and Foucault’s technologies of the self (Aycock 1995)
Playful Planning: Citizens Making The Smart And Social City: ECLECTIS report: A contribution from cultural and creative actors to citizens' empowerment
Gamen om de planeet te redden: De kracht van het spel
Weinig mensen kunnen zich concreet de gevolgen van klimaatverandering voorstellen. Met games kun je mensen zo'n wereld tonen, laten ervaren, en ze bewust maken van de gevolgen van hun gedrag
De Hackable Smart City
In deze bijdrage wordt ingegaan op de vraag hoe stedelingen met digitale mediatechnologieen meer eigenaarschap over hun leefomgeving kunnen krijgen. Hoe kunnen digitale data, spel en nieuwe vormen van makerschap de stad hackable maken, dat wil zeggen: open voor systeemveranderingen door 'slimme stedelingen'
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