Alex Gekker - Böcker
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8 produkter
8 produkter
2 166 kr
Skickas inom 10-15 vardagar
Playing Politics in Digital Spaces offers a timely analysis of play and politics woven together to imagine and enact new worlds, democratic and reactionary alike.Bringing together media and philosophical insights into the concepts of play, politics and worlding (or world-making), the book highlights the dual potential of play-politics for both oppression and liberation. Through theoretical and cultural-historical perspectives on the emergence and repercussions of a post-digital “radical uncertainty”, the book allows readers to understand how play has become a crucial component of contemporary politics. It examines this through an array of diverse cases, from different places and scale.This book will interest scholars and students from media studies, philosophy, cultural studies, games and play studies, and political theory and philosophy, and will be valuable for other stakeholders including policy-makers, politicians, journalists, game designers, activists and NGOs.
705 kr
Kommande
Maps have escaped from the confines of road atlases or decorative frames to being ubiquitous on our screens. Using a GPS while driving, looking for a shop on Google Maps, or tracking a food delivery – all involve some form of digital maps. Rather than depicting existing reality, maps are active agents in changing it, all the while making use of personalization algorithms, content curation and other techniques that are pervasive in digital media. In doing so, maps are reorienting our geography and further fracturing shared reality into individual spaces.Maps as Media investigates digital maps as new media objects. Combining perspectives from media studies, critical cartography, and science and technology studies, the book examines the transformation of mapping from a specialized domain into a commonplace media practice. Alex Gekker argues that maps are reactive and reflective, fuelled by the ability of software to track, adapt and update. This naturalized state of digital maps allows them to become powerful tools for those wishing to exert power on their end-users. As a growing number of digital technologies integrate GPS and other spatial awareness into their core functionality, this book asks what happens when maps become media.Original and thought-provoking, this book will be of interest to students and scholars of Media and Communication Studies, Geography, and Science and Technology Studies.
231 kr
Kommande
Maps have escaped from the confines of road atlases or decorative frames to being ubiquitous on our screens. Using a GPS while driving, looking for a shop on Google Maps, or tracking a food delivery – all involve some form of digital maps. Rather than depicting existing reality, maps are active agents in changing it, all the while making use of personalization algorithms, content curation and other techniques that are pervasive in digital media. In doing so, maps are reorienting our geography and further fracturing shared reality into individual spaces.Maps as Media investigates digital maps as new media objects. Combining perspectives from media studies, critical cartography, and science and technology studies, the book examines the transformation of mapping from a specialized domain into a commonplace media practice. Alex Gekker argues that maps are reactive and reflective, fuelled by the ability of software to track, adapt and update. This naturalized state of digital maps allows them to become powerful tools for those wishing to exert power on their end-users. As a growing number of digital technologies integrate GPS and other spatial awareness into their core functionality, this book asks what happens when maps become media.Original and thought-provoking, this book will be of interest to students and scholars of Media and Communication Studies, Geography, and Science and Technology Studies.
421 kr
Skickas inom 5-8 vardagar
Maps take place in time as well as representing space. The Google map on your smartphone appears to fix the world, serving as a practical spatial tool, but in practice is deployed in ways that draw attention to memories, rhythm, synchronicity, sequence and duration. This interdisciplinary collection focuses on how these temporal aspects of mapping might be understood, at a time when mapping technologies have been profoundly changed by digital developments. It contrasts different aspects of this temporality, bringing together experts from critical cartography, media studies and science and technology studies. Together the chapters offer a unique interdisciplinary focus revealing the complex and social ways in which time in wrapped up with digital technologies and revealed in everyday mapping tasks: from navigating across cities, to serving as scientific groundings for news stories; from managing smart cities, to visual art practice. It brings time back into the map!An electronic edition of this book is freely available under a Creative Commons (CC BY-NC-ND) licence.
Games for Health
Proceedings of the 3rd european conference on gaming and playful interaction in health care
Inbunden, Engelska, 2013
475 kr
Skickas inom 10-15 vardagar
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.
Games for Health 2014
Proceedings of the 4th conference on gaming and playful interaction in healthcare
Inbunden, Engelska, 2014
421 kr
Skickas inom 10-15 vardagar
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.
Games for Health
Proceedings of the 3rd european conference on gaming and playful interaction in health care
Häftad, Engelska, 2016
475 kr
Skickas inom 10-15 vardagar
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.
Games for Health 2014
Proceedings of the 4th conference on gaming and playful interaction in healthcare
Häftad, Engelska, 2016
421 kr
Skickas inom 10-15 vardagar
Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.