This Open Access book presents an in-depth portrait of the use and impact of digital technologies by learners ages 5-18 years in their everyday lives. The portrait is framed by the ecological-systems theory and situated across four domains: home, leisure time, education, and civic participation. Various methodological approaches are used in innovative ways to analyze data collected in a large-s…
"What does it take to become a digitally agile scholar? This manual explains how academics can comfortably navigate the digital world of today and tomorrow. It foregrounds three key domains of digital agility: getting involved in research, education and (community) service, mobilising (digital) skills on various levels, and acting in multiple roles, both individually and interlinked with others…
The concept of ‘the commons’ has been used as a framework to understand resources shared by a community rather than a private entity, and it has also inspired social movements working against the enclosure of public goods and resources. One such resource is free (libre) and open source software (FLOSS). FLOSS emerged as an alternative to proprietary software in the 1980s. However, both the …
China, literature, digital media, art
Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relation…
Algorithms have risen to become one, if not the central technology for producing, circulating, and evaluating knowledge in multiple societal arenas. In this book, scholars from the social sciences, humanities, and computer science argue that this shift has, and will continue to have, profound implications for how knowledge is produced and what and whose knowledge is valued and deemed valid. To …
Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules …
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stori…