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Sortierung:
Intro -- Title Page -- Copyright -- Table of Contents -- Acknowledgments -- Ready Player One: Immersion, Postmodernism, and Liquidity -- 1. Rabbit Holes -- Virtual Reality: The Beginning Is the End Is the Beginning -- The Politics of Immersion -- 2. Beyond the Mediation -- Liquid Spaces -- The 360° Gaze -- 3. Intermedia Immersions -- Texts as Worlds -- Performing Arts and Sound -- Moments of Immersion: James Seager -- Moments of Immersion: Ragnar Kjartansson -- The Extension of the Screen -- World(s) of Warcraft -- Moments of Immersion: Jordan Tannahill
In: International journal of e-politics: IJEP ; an official publication of the Information Resources Management Association, Band 8, Heft 3, S. 1-15
ISSN: 1947-914X
This article applies and extends the concept of social media logic to assess the politics of immersive storytelling on digital platforms. These politics are considered in the light of what has been identified as mass media logic, which argues that mass media in the 20th century gained power by developing a commanding discourse that guides the organization of the public sphere. The shift to social media logic in the 21st century, with its grounding principles of programmability, popularity, connectivity, and datafication, influenced a new discourse on the logics of digital ecosystems. Digital platforms such as Facebook are offering all-surrounding mediated environments to communicate in Virtual Reality ('Facebook Spaces') as well as immersive narratives such as Mr. Robot VR. This article provides an understanding of the politics of immersive storytelling and of its underlying principles of programmability, user experience, popularity, and platform sociality, which define immersive technologies in the 21st century.
In: Digitale Gesellschaft v.5
Das Netz ist eine Brutstätte für mediale Phänomene wie etwa digitale Realitäten, Avatars, Memes, Selfies, Transmedia Storytelling, Shitstorms, Gamification, Ultra Fandom, Big Data oder hybride Medienformen, die direkten Einfluss auf Gesellschaft, Kultur und Wirtschaft haben. Doch welche Auswirkungen hat die Netzkultur auf unsere tagtägliche Wahrnehmung von Kommunikation, Arbeitsbedingungen, sozialen Beziehungen, Konsumprodukten und ästhetischen Entwürfen? Dieser Band versammelt grundlegende Annäherungen an die medialen Ausformungen digitaler Kulturen und ermöglicht Studierenden und Lehrenden - aber auch Praktiker_innen - verschiedener Disziplinen, diese zu überdenken, weiterzuspinnen und zu hinterfragen. Mit Beiträgen u.a. von Henry Jenkins, Ramón Reichert, Judith Ackermann, Jan-Hinrik Schmidt, Stephan Sonnenburg und Roman Rackwitz. The internet is a hotbed for medial phenomena such as digital realities, avatars, memes, transmedia storytelling, shitstorms, gamification, ultra fandom, big data, or hybrid forms of media that directly influence society, culture, and the economy. But how does web culture affect our daily perception of communication, working environments, social relationships, consumer products, and aesthetic designs? This volume assembles basic approaches to the medial realizations of digital cultures, and allows students and teachers - but also professionals - of different disciplines to rethink, extend, and question them. Reihe Digitale Gesellschaft - Band 5.
In: Ecology and society: E&S ; a journal of integrative science for resilience and sustainability, Band 25, Heft 3
ISSN: 1708-3087