Digital Leisure Cultures

Digital Leisure Cultures
Title Digital Leisure Cultures PDF eBook
Author Sandro Carnicelli
Publisher Taylor & Francis
Pages 239
Release 2016-08-12
Genre Sports & Recreation
ISBN 131735561X

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The digital turn in leisure has opened up a vast array of new opportunities to play, learn, participate and be entertained – opportunities that have transformed what we recognise as leisure. This edited collection provides a significant contribution to our changing understanding of digital leisure cultures, reflecting on the socio-historical context within which the digital age emerged, while engaging with new debates about the evolving and controversial role of digital platforms in contemporary leisure cultures. This book also demonstrates the interdisciplinary nature of studying digital leisure cultures. To make sense of how individuals and institutions use digital spaces it is necessary to draw on history, science and technology, philosophy, cultural studies, sociology and geography, as well as sport and leisure studies. This important and timely study discusses both the promise of the digital sphere as a realm of liberation, and the darker side of the internet associated with control, surveillance, exclusion and dehumanisation. Digital Leisure Cultures: Critical perspectives is fascinating reading for any student or scholar of sociology, sport and leisure studies, geography or media studies.

Digital Leisure, the Internet and Popular Culture

Digital Leisure, the Internet and Popular Culture
Title Digital Leisure, the Internet and Popular Culture PDF eBook
Author Karl Spracklen
Publisher Springer
Pages 324
Release 2015-05-28
Genre Social Science
ISBN 1137405872

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Spracklen explores the impact of the internet on leisure and leisure studies, examining the ways in which digital leisure spaces and activities have become part of everyday leisure. Covering a range of issues from social media and file-sharing to romance on the Internet, this book presents new theoretical directions for digital leisure.

Digital Culture and Society

Digital Culture and Society
Title Digital Culture and Society PDF eBook
Author Kate Orton-Johnson
Publisher SAGE Publications Limited
Pages 250
Release 2024-02-23
Genre Language Arts & Disciplines
ISBN 1526481898

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This book provides a critical introduction to the ways in which digital technologies have enabled new types of interactions, experiences and collaborations across a range of platforms and media, profoundly shaping our socio-cultural landscapes. These discussions are grounded in classical sociological concepts; community, the self, gender, consumption, power and exclusion and inequality, to demonstrate the continuities that exist between sociological studies of ‘real’ world phenomena and their digital counterparts. Examining the various debates around methods in digital sociology in recent years, this book provides an accessible and engaging guide to using methodologies to study digital technology. From the moment we wake up until we go to bed, many of us constantly use digital technologies. Our mobile phones have become our maps, banks, newspapers and entertainment consoles. What′s more, they allow us to be constantly connected with the people in our lives. This book will equip you to analyse digital media in your own work. The book offers a broad guide to the various areas of our lives that are impacted by digital technology, from the virtual communities that we form on social media to the impact that digital technology has on our identity through a ′sociology of selfies′. With chapters on leisure, work, privacy and methods, this is an essential introduction for students in the areas of sociology, digital media, and cultural studies. Learning features include: - Annotated further reading in every chapter - Case studies that illustrate theory - Learning objectives and questions throughout - Historical and theoretical context in every chapter

Digital Football Cultures

Digital Football Cultures
Title Digital Football Cultures PDF eBook
Author Stefan Lawrence
Publisher Routledge
Pages 215
Release 2018-09-03
Genre Sports & Recreation
ISBN 1351118889

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As the digital revolution continues apace, emergent technologies and means of communication present new challenges and opportunities for the football industry. This is the first book to bring together key contemporary debates at the intersection of football studies, leisure studies, and digital cultural studies. It presents cutting edge theoretical and empirical work based around four key themes: theorizing digital football cultures; digital football fandom; football and social media; and football (sub)cybercultures. Covering topics such as transnational digital fandom, online abuse, and gender, Digital Football Cultures argues that we are witnessing the hyperdigitalization of the world’s most popular sport. This book is a valuable resource for students and researchers working in leisure studies, sports studies, football studies, and critical media studies, as well as geography, anthropology, criminology, and sociology. It is also fascinating reading for anybody working in sport, media, and culture.

Mapping Digital Game Culture in China

Mapping Digital Game Culture in China
Title Mapping Digital Game Culture in China PDF eBook
Author Marcella Szablewicz
Publisher Springer Nature
Pages 229
Release 2020-02-18
Genre Social Science
ISBN 303036111X

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In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.

Leisure

Leisure
Title Leisure PDF eBook
Author Josef Pieper
Publisher Ignatius Press
Pages 144
Release 2009
Genre Philosophy
ISBN 1586172565

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One of the most important philosophy titles published in the twentieth century, Joseph Pieper's Leisure, the Basis of Culture is more significant, even more crucial than it was when it first appeared fifty years ago. Pieper shows that Greeks understood and valued leisure, as did the medieval Europeans. He points out that religion can be born only in leisure. Leisure that allows time for the contemplation of the nature of God. Leisure has been, and always will be, the first foundation of any culture. He maintains that our bourgeois world of total labor has vanquished leisure, and issues a startling warning: Unless we regain the art of silence and insight, the ability for nonactivity, unless we substitute true leisure for our hectic amusements, we will destroy our cultureCand ourselves. These astonishing essays contradict all our pragmatic and puritanical conceptions about labor and leisure; Joseph Pieper demolishes the twentieth-century cult of Awork as he predicts its destructive consequences.

Gaming Culture(s) in India

Gaming Culture(s) in India
Title Gaming Culture(s) in India PDF eBook
Author Aditya Deshbandhu
Publisher Taylor & Francis
Pages 200
Release 2020-05-13
Genre Games & Activities
ISBN 1000082261

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This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.