E-Book, Englisch, 238 Seiten
Carnicelli / McGillivray / McPherson Digitial Leisure Cultures
Erscheinungsjahr 2016
ISBN: 978-1-317-35561-8
Verlag: CRC Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
Critical Perspectives
E-Book, Englisch, 238 Seiten
ISBN: 978-1-317-35561-8
Verlag: CRC Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
The digital turn in leisure has opened up a vast array of new opportunities to play, learn, participate and be entertained – opportunities that have transformed what we recognise as leisure. This edited collection provides a significant contribution to our changing understanding of digital leisure cultures, reflecting on the socio-historical context within which the digital age emerged, while engaging with new debates about the evolving and controversial role of digital platforms in contemporary leisure cultures.
This book also demonstrates the inter-disciplinary nature of studying digital leisure cultures. To make sense of how individuals and institutions use digital spaces it is necessary to draw on history, science and technology, philosophy, cultural studies, sociology and geography, as well as sport and leisure studies. This important and timely study discusses both the promise of the digital sphere as a realm of liberation, and the darker side of the internet associated with control, surveillance, exclusion and dehumanisation.
Digital Leisure Cultures: Critical Perspectives is fascinating reading for any student or scholar of sociology, sport and leisure studies, geography or media studies.
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Weitere Infos & Material
Foreword (Karl Spracklen) 1. Introduction (Sandro Carnicelli, David McGillivray and Gayle McPherson) 2. Gigs Will Tear You Aart: Accelerated Clture and Dgital Leisure Studies (Steve Redhead) 3. 3D Printed Self-Replicas: Personal Digital Data Made Solid (Deborah Lupton) 4. "I’m selling the dream really aren’t I?": Sharing Fit Male Bodies on Social Networking Sites (Alison Winch and Jamie Hakim) 5. Experiencing Outdoor Recreation in the Digital Technology Age: A Case Study from the Port Hills of Christchurch, New Zealand (Caroline Dépatie, Roslyn Kerr, Stephen Espiner and Emma J. Stewart) 6. GoPro Panopticon: Performing in the Surveyed Leisure Experience (Anja Dinhopl and Ulrike Gretzel) 7. Serious Leisure, Prosumption, and the Digital Sport Media Economy: A Case Study of Ice Hockey Blogging (Mark Norman) 8. The (in)visibility of Older Adults in Digital Leisure Cultures (Shannon Hebblethwaite) 9. Demystifying Digital Divide and Digital Leisure (Massimo Ragnedda and Bruce Mutsvairo) 10. Understanding Cyber-Enabled Abuse in Sport (Emma Kavanagh and Ian Jones) 11. Consuming Authentic Leisure in the Virtual World of Gaming: Young Gamers’ Experience of Imaginary Play in Second Modernity (Michael Wearing) 12. E’gao as a Networked Digital Leisure Practice in China (Haiqing Yu and Jian Xu) 13. Teju Cole’s Small Fates: Producing Leisure Space and Leisure Time on Twitter (Stuart J. Purcell) 14. Street Hauntings: Digital Storytelling in Twenty-First Century Leisure Cultures (Spencer Jordan) 15. Literary Work as a Leisure Activity: Amateur Literary Forums on the Czech Internet (Karel Piorecký) 16. Sexual Desire in the Digital Leisure Sphere: Women’s Consumption of Sexually Explicit Material (Diana C. Parry and Tracy Penny Light) 17. Concluding Remarks (David McGillivray, Gayle McPherson and Sandro Carnicelli)