juego

Bibliografía juegos y new media:

Aarseth, E., 1998. Allegories of space: the question of spatiality in computer games [online]. Paper at University of Bergen. 1 May. Available from: http://www.hf.uib.no./hi/espen/papers/space/Default.html [Accessed 1 Oct. 2007].

Aarseth, E., 2001. Computer Games studies, year one [Editorial]. Game Studies [online], 1 (1). Available from: http://www.gamestudies.org/0101/editorial.html [Accessed 1 Oct. 2007].

Boellstorff, T., 2006. A Ludicrous Discipline? Ethnography and Game Studies. Games and Culture, 1 (1), 29-35.

Bolter, J.D. and Grusin, R., 2000. Remediation. Understanding New Media. Cambridge, Massachusetts: The MIT Press.

Bourdieu, P., 1996 Photography: A middle-brow art. Stanford University Press.

Bukatman, S., 1993. Terminal Identity: The virtual Subject in Post-modern Science Fiction. Durham;London: Duke University Press.

Caillois, R., 1962. Man, play and games. London: Thames & Hudson.

Certeau, M.d., 1984. The Practice of everyday life. Berkeley, CA: University of California Press.

Chalfen, R., 1987. Snapshot Versions of Live, Bowling Green State University Popular Press.

Coman, M., 2005. Media Anthropology: An Overview [online]. Working paper at Media Anthropology Network, EASA. May. Available from: http://www.media-anthropology.net/workingpapers.htm

Couldry, N., 2004. Theorising Media as Practice. Social Semiotics, 14 (2), 115-132.

Darley, A., 2000. Visual Digital Culture. London: Routledge.

Dena, C., 2004. Towards a Poetics of Multi-Channel Storytelling. Paper at Critical Animals postgraduate conference, This Is Not Art Festival, Newcastle. 1 October.

Dijck, J.v., 2007. Television 2.0: YouTube and the Emergence of Homecasting [online]. Paper at University of Amsterdam, Media in Transition International Conference, MIT. Available from: http://web.mit.edu/comm-forum/mit5/papers/vanDijck_Television2.0.article.MiT5.pdf [Accessed 1 Oct. 2007].

du Gay, P., 1997. Introduction. In: P. du Gay, S. Hall, L. Janes, H. Mackay and K. Negus. Doing Cultural Studies: The Story of the Sony Walkman. London: Sage Publications, 1-6.

Fiske, J., 1987. Television Culture. London;New York: Methuen.

Fiske, J., 1989. Reading the popular. London: Routledge.

Ginsburg, F., Abu-Lughod, L. and Larkin, B., eds., 2002. Media Worlds: Anthropology in New Terrain. Berkeley, CA: University of California Press.

Hall, S., 1973. Encoding and decoding in the television discourse. Paper at University of Birmingham, Center for Contemporary Cultural Studies, Birmingham.

Harries, D., ed., 2002. The Book of New Media. London: British Film Institute Publishing.

Hills, M., 2002. Fan Cultures. London;New York: Routledge.

Jenkins, H., 1992. Textual Poachers: Television Fans and Participatory Culture. London: Routledge.

Jenkins, H., 2004. The cultural logic of media convergence. International Journal of Cultural Studies (London), 7 (1), 33-43 .

Jones, R., 2006. From Shooting Monsters to Shooting Movies: Machinima and the Transformative Play of Video Game Fan Culture. In: K. Hellekson and K. Busse, eds. Fan fiction and fan communities in the age of the Internet . North Carolina: McFarland, 261-281.

Keen, A., 2007. The Cult of the Amateur: How Today’s Internet Is Killing Our Culture and Assaulting Our Economy. Nicholas Brealey Publishing.

Kerr, A., Brereton, P., Kücklich, J. and Flynn, R., 2004. New media: new pleasures? [online]. Working paper at STeM Centre, Dublin City University, Dublin. July. Available from: http://www.stem.dcu.ie/reports/NMNP.pdf [Accessed 1 Oct. 2007].

Kücklich, J. and Fellow, M.C., 2004. Play and playability as key concepts in new media studies [online]. Paper at Stem Centre, Dublin City University, Dublin. Available from: http://www.playability.de/Play.pdf

Lahti, M., 2003. As we Become Machines: Corporealized Pleasures in Video Games. In: M.J. Wolf and B. Perron, eds. The Video Game Theory Reader. New York: Routledge.

Manovich, L., 2001. The language of new media. Cambridge, Massachusetts: The MIT Press.

Marshall, D.P., 2002. The new intertextual commodity. In: D. Harries, ed. The book of new media. London: British Film Institute Publishing.

Marshall, D.P., 2004. New Media Cultures. London: Arnold.

Maxwell, R. and Miller, T., 2005. The cultural labour issue. Social Semiotics (London), 15 (3).

Newman, J., 2004. Videogames. New York: Routledge.

Rakow, L., 1999. The public at the table: from public access to public participation. New Media and Society (London), 1 (1), 74-82.

Salen, K. and Zimmerman, E., 2003. Rules of play: Game design fundamentals. Cambridge, MA;London: MIT Press.

Schatzki, T., 1996. Social Practices: A Wittgensteinian Approach to Human Activity and the Social. Cambridge, MA: Cambridge University Press.

Silverstone, R., 1999. Why study the media? London: Sage Publications.

Silverstone, R. & Hirsch, E., 1992. Consuming technologies. Routledge.

Simon, B., 2006. Beyond Cyberspatial Flaneurie: On the Analytic Potential of Living With Digital Games. Games and Culture, 1 (1), 62-67.

Slater, D., 1995. La fotografía doméstica y la cultura digital. In: M. Lister, ed. La imagen fotográfica en la cultura digital. Barcelona: Paidós.

Sotamaa, O., 2003. Game modding, intermediality and participatory culture [online]. Paper at “New Media? New Theories? New Methods?”  PhD course by the Nordic network “Innovating Media and Communication Research,” University of Tampere, Finland. December. Available from: http://old.imv.au.dk/eng/academic/pdf_files/Sotamaa.pdf .

Turner, V., 1986. The Anthropology of Experience. Chicago: University of Illinois Press.

Proyectos de investigación:

Hemos realizado una aproximación a las prácticas “juguetonas” en relación con la producción y el consumo cultural en la red.  La hipòtesis que hemos manejado es que la producción de contenidos online y las prácticas de re-mezclar contenidos, por ejemplo, van acompañadas de una actitud “juguetona” por parte de los usuarios, tanto en la producción de contenidos propios como en las remezclas a partir de contenidos existentes en la red.  Estamos en ello y lo hemos observado tanto en youtube por ejemplo, como en la presentación de uno mismo.

Citas:

– De John B. Thompson, Los media y la modernidad: una teoría de los medios de comunicación:

“Uno de los principales argumentos de este libro sostiene que podremos comprender el impacto social del desarrollo de nuevas redes de comunicación y flujo de información sólo si dejamos a un lado la idea intuitivamente plausible de que los medios de comunicación sirven para transmitir información y contenido simbólico a individuos cuyas relaciones con los otros se mantienen fundamentalmente inmóviles.” (17)

“El uso de los medios de comunicación implica la creación de nuevas formas de acción e interacción en la sociedad, nuevos tipos de relaciones sociales y nuevas formas de relacionarse con los otros y con uno mismo.” (17)

“El uso de los medios de comunicación transforma la organización espacial y temporal de la vida social, creando nuevas formas de acción e interacción disociados del hecho de compartir un lugar común.” (17)

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