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Digital Culture & Society (DCS) Vol. 7, Issue 1/2021 Laborious Play and Playful Work II [Pehme köide]

  • Formaat: Paperback / softback, 200 pages, kõrgus x laius x paksus: 239x155x15 mm, kaal: 666 g
  • Ilmumisaeg: 28-Apr-2023
  • Kirjastus: Transcript Verlag
  • ISBN-10: 3837653870
  • ISBN-13: 9783837653878
Teised raamatud teemal:
  • Formaat: Paperback / softback, 200 pages, kõrgus x laius x paksus: 239x155x15 mm, kaal: 666 g
  • Ilmumisaeg: 28-Apr-2023
  • Kirjastus: Transcript Verlag
  • ISBN-10: 3837653870
  • ISBN-13: 9783837653878
Teised raamatud teemal:
Technocultural histories of digital making are often oversimplified.This issue brings together contributions from cultural-historical perspectives as well as technology and design histories and historiographies and alternative histories related to postcolonial resistance.

This double issue of Digital Culture & Society addresses the dialectics of play and labour, taking a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives. After the first issue explored the notion of laborious play, this second one studies the concept of playful work.
The contributions feature critical inquiries into various phenomena of playful work - ranging from interfaces of play and work in the BDSM subculture over labour in digital gaming to high frequency trading. Alongside the articles, the issue features an interview with Fred Turner, Chair of the Department of Communication at Stanford University. He talks about the Bauhaus in the US, countercultural cybernetics, technology and consciousness, and work in the Silicon Valley.
Introduction: Playful Work 5(12)
Pablo Abend
Mathias Fuchs
Karin Wenz
I Theoretical Reflections
Becoming one's own Polaroid: Scenes of Submission at the Interface of Play and Work
17(12)
Julian Bailer
Instructional Devices: Teaching Machines, Serious Games and Subject Technologies
29(24)
Rolf F. Nohr
Post-casual Play: Affect, Demand and Labour in Digital Gaming
53(22)
Dale Leorke
II Case Studies
Speedrunnlng the Financial Markets: A Comparison of Gaming Culture and High Frequency Trading
75(16)
Derek Curry
Making the Virtual a Reality: Playful Work and Playbour in the Diffusion of Innovations
91(22)
Maxwell Foxman
III Entering the Field
Social Production of Hybrid Spaces Through Playbour: An Ethnographic Study of Location-Based Mobile Games
113(18)
Cemile Tokgdz-Sahoglu
The Business of Gamlfylng School Work: Perceptions of the Gamification Phenomenon and the Services and Companies Behind It
131(18)
Jorge Oceja
Angel Torres-Toukoumidis
IV In Conversation with ...: "Work is work and work is good"
149(14)
Pablo Abend
Fred Turner
Biographical Notes 163
Pablo Abend (Dr.) ist wissenschaftlicher Koordinator des DFG-Graduiertenkollegs »Locating Media« an der Universität Siegen. Seit April 2019 vertritt er die Professur für Designtheorie an der Burg Giebichenstein Kunsthochschule Halle (Saale).

Mathias Fuchs (Dr.) ist ein Künstler und Medienwissenschaftler. Er war u.a. Senior Lecturer an der University of Salford in Greater Manchester, Vertretungsprofessor an der Universität Potsdam und Senior Fellow am Institute of Advanced Study on Media Cultures of Computer Simulation (MECS). Fuchs arbeitet am Institut für Kultur und Ästhetik Digitaler Medien an der Leuphana-Universität Lüneburg. Fuchs hat im Feld der künstlerischen Auseinandersetzung mit Computerspielen und deren Theorie Pionierarbeit geleistet und leitet ein DFG-gefördertes Projekt zu Gamification (2018-2021).

Karin Wenz (Dr.) is an assistant professor of Media Culture at Maastricht University, Netherlands, and director of studies of the MA Media Culture.