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E-grāmata: Virtual Identities and Digital Culture

Edited by (Laurentian University, Canada), Edited by (Cambrian College, Canada)
  • Formāts: 284 pages
  • Izdošanas datums: 28-Feb-2023
  • Izdevniecība: Routledge
  • Valoda: eng
  • ISBN-13: 9781000842975
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  • Formāts: 284 pages
  • Izdošanas datums: 28-Feb-2023
  • Izdevniecība: Routledge
  • Valoda: eng
  • ISBN-13: 9781000842975
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"This collection investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection exploresa wide range of digital topics - from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online - and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences - one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments"--

Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world.

The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives.

A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.



This collection investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world.

Section 1: Online Identity and Connections
1. "Hey Handsome": Gay Dating
Apps and a Critical Digital Pedagogy of Identity
2. "Were here for you
during this pandemic, just not financially or emotionally": What TikTok
Reveals About Student Life During the Pandemic
3. Mediated Identities: How
Facebook Intervenes in the Virtual Manifestation of our Identities
4.
Reassessing Clicktivism: A Tool of the (Pandemic) Times
5. "Victims of the
System": Anti-Government Discourse and Political Influencers Online
6. From
Networks to Assemblages: An Analysis of Feminist Activism Against Digital
Violence in Mexico
7. Navigating Niikinaaganaa (All My Relations) Online
8.
Virtually Authentic? Digital Bodies, "Blank" Squares, and Staring Online.9.
From a Group of Friends to a Mainstream Audience: Critical Role and New Media
Publics Section 2: Games & Play
10. Not All Fun and Games in #MyPokeHood: The
Politics and Pitfalls of Universal Game Design in Pokémon GO!
11. Lip Dubbing
for Fido: Listening to the Internet through Viral Pet Video Memes
12. Turn
Off That Friggin Radio!: The Canadian Soldier Figure and Identity Formation
in Videogames
13. Inventing with Zoom: How Play and Games Uncover Affordances
in Digital Environments
14. Interfaces and Their Affordances: Critical Game
Design, Identity, and Community in MMORPGs
15. Better than the Real You? VR,
Identity, Privacy, and the Metaverse
16. Our War Game: Hacker Games as
Laborious Play
17. Listening to and Playing Along with the Soundscapes of
Videogame Environments Section 3: Reimagining Traditional Media
18. Netflix
as the New Television Screen: A Queer Investigation into Streaming,
Algorithms, and Schitt$ Creek
19. The Missing Live Ingredient: The Search for
Ephemerality in the Screening and Streaming of Theatre
20. From Video Tape
Exchange Networks to On-Demand Streaming Platforms: The Circulation of
Independent Canadian Film and Video in the Digital Era
21. Platforms and
Poetry as a Popular Form of Engagement
22. Lil Nas X, TikTok, and the
Evolution of Music Engagement on Social Networking Sites
23. "No Friends in
the Industry": The Dominance of Tech Companies on Digital Music
24. Say Their
Name: How Online News Reports the Death of Transgender People and its
Intersection with Transnormativity
25. The Affinityscapes of Young Adult
Dystopias: A study of The Hunger Games Series Participatory Culture
26.
Reboot and Rebirth: Artificial Intelligence and Spiritual Existence in The
Good Place
Victoria Kannen is a Professor in the Faculty of Arts and Equity, Diversity, and Inclusion Advisor of Research at Laurentian University in Sudbury, Ontario. She is the author of Gendered Bodies and Public Scrutiny: Womens Stories of Staring, Strangers, and Fierce Resistance (2021). She is also the co-editor of The Spaces and Places of Canadian Popular Culture (2019).

Aaron Langille is a Professor and Coordinator of the Game Design program at Cambrian College in Sudbury, Ontario. He is a regular columnist on CBC radio where he talks about games, technology, and the impact of our digital lives. He is currently writing two textbooks, one of which is on learning to program through analogies and, the other, is on learning to program through games.