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The Emergence of the Digital Humanities

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ISBN: 9780415635516 9780203093085 Year: Language: English
Publisher: Routledge Grant: Knowledge Unlatched - 102652
Subject: Media and communication
Added to DOAB on : 2019-02-26 11:21:03
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In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events—the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing—and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium.

Gewalt im Computerspiel

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Book Series: Kultur und soziale Praxis ISBN: 9783839435595 9783837635591 Year: Pages: 368 DOI: 10.14361/9783839435595_978-3-8394-3559-5_Gewalt im Computerspiel_Facetten eines Vergnügens____1_368_ Language: German
Publisher: transcript Verlag Grant: Schweizerischer Nationalfonds zur Förderung der Wissenschaftlichen Forschung
Subject: Media and communication
Added to DOAB on : 2017-09-01 11:01:04
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Grand Theft Auto, Battlefield, Counterstrike – more and more, violence in computer games is becoming the subject of heated discussion. But what emotional experiences does the playful use of virtual violence make possible? Through participato observation in online games and at LAN parties and analyses of interviews, magazines, and videos, Christopher Bareither presents in detail how millions of people can take pleasure from that which would shock others. By refraining from judgmental cliches, this ethnographic study is able to provide a decisive contribution to a debate at the crossroads of popular culture, politics, and the public sphere.

Emerging Technology Applications to Promote Physical Activity and Health

Authors: ---
ISBN: 9783038977087 Year: Pages: 176 DOI: 10.3390/books978-3-03897-709-4 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Sociology --- Social Sciences
Added to DOAB on : 2019-04-05 10:34:31
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As technology becomes an ever-more prevalent part of everyday life, and population-based physical activity programs seek new ways to increase life-long engagement with physical activity, these two ideas have become increasingly linked. This Special Issue attempts to offer a thorough and critical examination of emerging technologies in physical activity and health promotion, considering technological interventions in different contexts (communities, clinics, schools, homes, etc.) among various populations, exploring the challenges of integrating technology into physical activity promotion, and offering solutions for its implementation. This Special Issue aims to take a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through various emerging technologies, including, but not limited to: Active video games (exergaming); social media; mobile device apps; health wearables; mobile games, augmented reality games, global positioning and geographic information systems; and virtual reality. Offering a logical and clear critique of emerging technologies in physical activity and health promotion, this Special Issue will provide useful suggestions and practical implications for researchers, practitioners, and educators in the fields of public health, kinesiology, physical activity and health, and healthcare.

Keywords

anxiety --- depression --- exercise --- mental health --- virtual reality --- senior citizens --- perceived environmental factor --- recreational physical activity --- screen based sedentary behavior --- pedometers --- accelerometers --- measurement --- physical activity levels --- active video games --- motor activity --- intelligence quotient --- young children --- physical activity --- quality of life --- social cognitive theory --- wearable technology --- real-time physical activity --- wearable technology --- fitness --- Fitbits --- breast cancer --- mammogram --- mobile phone-based health intervention --- mHealth --- app --- health navigator --- Korean American immigrant women --- Autism --- autism spectrum disorder --- augmented reality --- technology --- Google Glass --- social communication --- safety --- smartglasses --- digital health --- Amazon --- Amazon Web Services --- Google --- sedentary behaviour --- air quality --- socio-ecological model --- wrist-worn activity tracker --- active video games --- cardiorespiratory fitness --- locomotor skills --- motor skill competence --- musculoskeletal fitness --- object control skills --- active video game --- accelerometry --- physical activity assessment --- epoch --- placement site --- heart rate --- preoperative anxiety --- virtual reality game --- preoperative experience --- active video game --- light physical activity --- moderate-to-vigorous physical activity --- sedentary behavior --- sex difference --- active video gaming --- serious games --- physical activity --- physical exercise --- sedentary behavior --- narrative review

The Sacred & the Digital. Critical Depictions of Religions in Video Games

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ISBN: 9783038978305 9783038978312 Year: Pages: 184 DOI: 10.3390/books978-3-03897-831-2 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Religion
Added to DOAB on : 2019-04-25 16:37:17
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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

Internet and Mobile Phone Addiction. Health and Educational Effects

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ISBN: 9783038976042 Year: Pages: 328 DOI: 10.3390/books978-3-03897-605-9 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Psychology
Added to DOAB on : 2019-03-21 15:50:41
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Internet use-related addiction problems (e.g., Internet addiction, problem mobile phone use, problem gaming, and social networking) have been defined according to the same core element: the addictive symptomatology presented by individuals who excessively and problematically behave using the technology. Online activity is the most important factor in their lives, causing them the loss of control by stress and difficulties in managing at least one aspect of their daily life, affecting users’ wellbeing and health. In 2018, Gaming Disorder was included as a mental disease in the 11th Revision of the International Classification of Diseases by the World Health Organization. In 2013, the American Psychiatric Association requested additional research on Internet Gaming Disorder. The papers contained in this e-Book provide unique and original perspectives on the concept, development, and early detection of the prevention of these health problems. They are diverse in the nature of the problems they deal with, methodologies, populations, cultures, and contain insights and a clear indication of the impact of individual, social, and environmental factors on Internet use-related addiction problems. The e-Book illustrates recent progress in the evolution of research, with great emphasis on gaming and smartphone problems, signaling areas in which research would be useful, even cross-culturally.

Keywords

commuting --- well-being --- personality --- gender --- stress --- Internet addiction --- Internet gaming disorder --- game device usage pattern --- smartphone --- comorbidity --- Internet gaming disorder --- IGD --- emotional regulation --- cognitive reappraisal --- suppression --- depression --- hostility --- internet gaming disorder --- Dickman Impulsivity Inventory-Short Version (DII) --- Brief Self-Control Scale (BSCS) --- Symptom Checklist-90-Revised (SCL-90-R) --- Behavioral Inhibition System/Behavioral Activation System (BIS/BAS) --- Diagnostic and Statistical Manual for Mental Disorders (DSM-5) --- gambling --- video-game addiction --- screen addiction --- immersion --- problematic Internet use --- comorbidity --- cognitive distortion --- problematic smartphone use --- smartphone addiction --- social media --- approaches to learning --- deep approach to learning --- surface approach to learning --- smartphone --- problematic mobile phone use --- convergent design --- focus group --- survey --- internet gaming disorder --- impulsivity --- depression --- interpersonal relationships --- serial mediation --- Internet addiction --- mobile phone addiction --- online social network --- university students --- technological addictions --- behavioral addictions --- CERI --- CERM --- mobile phone dependence --- mobile phone use --- impulsivity --- China --- Internet addiction --- Internet-use disorder --- Internet literacy --- expectancies --- personality --- cultural differences --- pathological video-game use --- Internet Gaming Disorder --- comorbid psychopathology --- review --- Internet Use Disorder --- prevalence --- epidemiology --- adolescence --- latent profile analysis --- anxiety --- depression --- Internet addiction --- smartphone addiction --- propensity score --- Internet addiction --- coping strategies --- personality traits --- young people --- mobile phone use --- smartphone use --- Problematic Mobile Phone Use --- Problematic Mobile Phone Use Questionnaire --- psychometric testing --- measurement invariance --- time --- gaming disorder --- interpersonal relations --- self-efficacy --- self-control --- expectations --- fear of missing out (FOMO) --- social media --- problematic social media use (PSMU) --- phubbing --- teenagers --- adolescents --- addiction --- internet addiction --- mobile phone (or smartphone) use --- young children --- early childhood education --- parenting --- emergent bilinguals --- intergenerational language transmission --- behavioural addictions --- generalised versus specific problem Internet uses --- Internet addiction --- gaming disorder --- social networking --- mixed methods research

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