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Ingrid Richardson

Kirjat ja teokset yhdessä paikassa: 8 kirjaa, julkaisuja vuosilta 2020-2024, suosituimpien joukossa Bodies and Mobile Media. Vertaile teosten hintoja ja tarkista saatavuus suomalaisista kirjakaupoista.

8 kirjaa

Kirjojen julkaisuhaarukka 2020-2024.

Bodies and Mobile Media

Bodies and Mobile Media

Ingrid Richardson; Rowan Wilken

JOHN WILEY AND SONS LTD
2023
sidottu
Have you ever considered how mobile media change what we see, hear and pay attention to, or how they alter our movement through the city? Over the last decade, mobile media and communication technologies have become deeply integral to our perception and bodily experience of the world. In Bodies and Mobile Media, Ingrid Richardson and Rowan Wilken explore mobile media as a lens through which to understand how embodiment both shapes, and is shaped by, media experience. It offers a unique approach by focusing on specific sensory affordances and body parts – including the eyes, ears, face, hands and feet – to consider the uneven ratios of sensory perception at work in our engagement with mobile devices. Each chapter provides rich and accessible narratives of mobile media practices interwoven with current scholarship in media studies and phenomenology, with a concluding chapter that reflects on mobile media use as a synesthetic experience. By interpreting theoretical insights about the relationship between the body and technology, the book serves as an important work of knowledge translation. This work is crucial, the authors argue, if we are to critically understand how our perception and experience of the world are mediated by technology. This book will be of interest to students and scholars in media, communication and cultural studies.
Containment

Containment

Ingrid Richardson; Hannah Schmedes

meson press eG
2024
pokkari
Containers are ubiquitous and inescapable. From handbags to houses, barrels to databases, captivating gameworlds to the "bag of stars" that Ursula Le Guin calls the universe, containers furnish infrastructures for living and action while extending our capacities for managing things across space and time. They not only give shape to our lifeworlds: they form and transform our bodies and being.The chapters in Containment: Technologies of Holding, Filtering, Leaking traverse technologies, bodies, ontologies and imaginaries, reflecting on what different container technologies, containment strategies, and container metaphors tell us about ourselves and how we relate to our worlds. With common reference to Zo Sofia's (2000) foundational essay on container technologies, contributors draw on media and cultural studies, social history, architecture, and postdualistic approaches in philosophy and social science to explore liminalities of containment both as and beyond holding.
Bodies and Mobile Media

Bodies and Mobile Media

Ingrid Richardson; Rowan Wilken

JOHN WILEY AND SONS LTD
2023
nidottu
Have you ever considered how mobile media change what we see, hear and pay attention to, or how they alter our movement through the city? Over the last decade, mobile media and communication technologies have become deeply integral to our perception and bodily experience of the world. In Bodies and Mobile Media, Ingrid Richardson and Rowan Wilken explore mobile media as a lens through which to understand how embodiment both shapes, and is shaped by, media experience. It offers a unique approach by focusing on specific sensory affordances and body parts – including the eyes, ears, face, hands and feet – to consider the uneven ratios of sensory perception at work in our engagement with mobile devices. Each chapter provides rich and accessible narratives of mobile media practices interwoven with current scholarship in media studies and phenomenology, with a concluding chapter that reflects on mobile media use as a synesthetic experience. By interpreting theoretical insights about the relationship between the body and technology, the book serves as an important work of knowledge translation. This work is crucial, the authors argue, if we are to critically understand how our perception and experience of the world are mediated by technology. This book will be of interest to students and scholars in media, communication and cultural studies.
Exploring Minecraft

Exploring Minecraft

Larissa Hjorth; Ingrid Richardson; Hugh Davies; William Balmford

Springer Nature Switzerland AG
2022
nidottu
This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life.
Understanding Games and Game Cultures

Understanding Games and Game Cultures

Ingrid Richardson; Larissa Hjorth; Hugh Davies

SAGE Publications Ltd
2021
nidottu
Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.
Understanding Games and Game Cultures

Understanding Games and Game Cultures

Ingrid Richardson; Larissa Hjorth; Hugh Davies

SAGE Publications Ltd
2021
sidottu
Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But who makes games, who plays them, and what, how and where do we play? This book explores the ways in which games and game cultures can be understood. It investigates the sites, genres, platforms, interfaces and contexts for games and gameplay, offering a critical overview of the breadth of contemporary game studies. It is an essential companion for students looking to understand games and games cultures in our increasingly playful and ‘gamified’ digital society.
Exploring Minecraft

Exploring Minecraft

Larissa Hjorth; Ingrid Richardson; Hugh Davies; William Balmford

Springer Nature Switzerland AG
2021
sidottu
This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life.
Ambient Play

Ambient Play

Larissa Hjorth; Ingrid Richardson

MIT Press
2020
sidottu
We often play games on our mobile devices when we have some time to kill-waiting in line, pausing between tasks, stuck on a bus. We play in solitude or in company, alone in a bedroom or with others in the family room. In Ambient Play, Larissa Hjorth and Ingrid Richardson examine how mobile gameplay fits into our day-to-day lives. They show that as mobile games spread across different genres, platforms, practices, and contexts, they become an important way of experiencing and navigating a digitally saturated world. Mobile games become conduits for what the authors call ambient play, pervading much of our social and communicative terrain. We become digital wayfarers, moving constantly among digital, social, and social worlds.Hjorth and Richardson explore how households are transformed by media-how idiosyncratic media use can alter the spatial composition and emotional cadence of the home. They show how mobile games connect domestic forms of play with more public forms of playfulness in urban spaces, how collaborative play (both networked and face-to-face) is incorporated into private and public play, and how touchscreens and haptic play emphasize the perception of the moving body. Hjorth and Richardson invite us to think of mobile gaming as more than a "casual" distraction but as a complex cultural practice embedded into our contemporary ways of being, knowing, and communicating.