Digital Material: Tracing New Media in Everyday Life and - download pdf or read online

By Marianne van den Boomen, Sybille Lammes, Ann-Sophie Lehmann, Joost Raessens, Mirko Tobias Schäfer

ISBN-10: 9048506662

ISBN-13: 9789048506668

ISBN-10: 9089640681

ISBN-13: 9789089640680

3 many years of societal and cultural alignment of latest media have yielded a bunch of concepts, trials, and difficulties, followed by means of flexible well known and educational discourse. New Media stories crystallized across the world into a longtime educational self-discipline, and this begs the query: the place will we stand now? Which new questions are rising now that new media are being taken with no consideration, and which riddles are nonetheless unsolved? Is modern electronic tradition certainly all approximately 'you', the engaging person, or will we nonetheless not likely comprehend the electronic equipment and the way this constitutes us as 'you'? The individuals to the current ebook, all hired in educating and studying new media and electronic tradition, assembled their 'digital fabric' into an anthology, masking concerns starting from laptop metaphors to net 2.0 ecosystems, from contact displays to running a blog and e-learning, from role-playing video games and cybergothic tune to instant goals. jointly the contributions offer a show off of present study within the box, from what will be referred to as a 'digital-materialist' standpoint.

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Washington, DC: Office of the Under Secretary of Defense For Acquisition, Technology, and Logistics. Department of Defense. 2004. Department of defense dictionary of military and associated terms. Washington DC: Department of Defense. Hall, Karen J. 2003. War games and imperial postures: Spectacles of combat in US popular culture, 1942-2001. PhD Thesis. Syracuse University. Halter, Ed. 2006. From Sun Tzu to xbox: War and video games. New York: Thunder’s Mouth Press. Hedges, Chris. 2002. War is a force that gives us meaning.

And as a copy of the US Army, the game reflects US foreign policy. The loading screen of the game features the Soldier’s Creed and before joining any online round, players get to see the creed telling them: ‘I am a Warrior and a member of a team. I serve the people of the United States and live the Army Values,’ culminating in, ‘I stand ready to deploy, engage, and destroy the enemies of the United States of America in close combat. I am a guardian of freedom and the American way of life. ’ It seems almost like a virtual contract.

Figure 1: Carlos’s briefing It is the player’s mission to deliver food as quickly as possible to Sheylan’s residents. Guided by a team of experts, in a race against the clock, the player has to accomplish six missions or mini-games in a linear order, delivering food to an area in crisis. In the first mission, for example, the player has to pilot a helicopter over a crisis zone in Sheylan to locate the hungry (see Figure 2). The basic rule of Food Force is an ideologically motivated one: players win the game by completing the six missions and, in doing so, help to fight hunger.

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Digital Material: Tracing New Media in Everyday Life and Technology (MediaMatters) by Marianne van den Boomen, Sybille Lammes, Ann-Sophie Lehmann, Joost Raessens, Mirko Tobias Schäfer

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