語系:
繁體中文
English
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
The Digital Mediation of the Technological Carnivalesque.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
The Digital Mediation of the Technological Carnivalesque./
作者:
Palmer, Grant O.
面頁冊數:
1 online resource (195 pages)
附註:
Source: Dissertations Abstracts International, Volume: 85-04, Section: B.
Contained By:
Dissertations Abstracts International85-04B.
標題:
Mass communications. -
電子資源:
click for full text (PQDT)
ISBN:
9798380603034
The Digital Mediation of the Technological Carnivalesque.
Palmer, Grant O.
The Digital Mediation of the Technological Carnivalesque.
- 1 online resource (195 pages)
Source: Dissertations Abstracts International, Volume: 85-04, Section: B.
Thesis (Ph.D.)--University of California, Riverside, 2023.
Includes bibliographical references
This dissertation identifies the digital mediation of the technological carnivalesque in mobile smartphone, console, and PC games. Video game and mobile technology clearly show the human in transition, as phasic, and in a constant state of ontogenesis and technogenesis. The technological carnivalesque renders moot fixed notions of human identity regarding gender, sexuality, race, and class, and instead works to expose the cultural practices and technologies that construct, police, and exploit these fixed notions of human subjectivity and identity. Therefore, it is crucial that notions of human subjectivity and technicity are thoughtfully and critically approached, inviting an expansive and unprecedented future for human subjectivity that welcomes a collective approach to the human that emerges in unthinkably radical forms.Each chapter highlights and examines a different digital game or digital media text, emphasizing the transformative dialogic that operates between users, game developers, and hardware and software. Chapter 2 studies Shelley Jackson's Patchwork Girl (1995), a hypertext that exposes the gendering of information and bodies in western culture and uses the hyperlink as a point of feminist critique to understand the body and embodiment as phasic, technically contingent, and transforming. Chapter 3 analyzes the id Software's first-person shooter, DOOM (1993), as contributing to a radical, open-source code model of information sharing over a budding internet of the early 90's. id's open-source ethos stands in direct dialogic contrast to that of Nintendo's Read-Only Memory software, and this dialogic draws into critical question the desires and logics regarding the distribution of human technics within late-stage capitalism. Chapter 4 and 5 analyze two major mobile games: Pokemon GO and Animal Crossing: New Horizons and discuss the unprecedented transformative influence that mobile games hold due to their massive implantation via global smartphone networks.Ultimately, the project attests to the ongoing importance of digital media hardware and software as a crucial site of emerging ontogenesis and technogenesis. Moreover, the project demonstrates the real potential for comparative and critical approaches to media to offer valuable new models for understanding how human ontogenesis and technogenesis emerges through the embodied practices surrounding media and media interfaces.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2024
Mode of access: World Wide Web
ISBN: 9798380603034Subjects--Topical Terms:
1335238
Mass communications.
Subjects--Index Terms:
CarnivalesqueIndex Terms--Genre/Form:
554714
Electronic books.
The Digital Mediation of the Technological Carnivalesque.
LDR
:03821ntm a22004217 4500
001
1148324
005
20240924101852.5
006
m o d
007
cr bn ---uuuuu
008
250605s2023 xx obm 000 0 eng d
020
$a
9798380603034
035
$a
(MiAaPQ)AAI30638128
035
$a
AAI30638128
040
$a
MiAaPQ
$b
eng
$c
MiAaPQ
$d
NTU
100
1
$a
Palmer, Grant O.
$3
1474267
245
1 4
$a
The Digital Mediation of the Technological Carnivalesque.
264
0
$c
2023
300
$a
1 online resource (195 pages)
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
500
$a
Source: Dissertations Abstracts International, Volume: 85-04, Section: B.
500
$a
Advisor: Tobias, James.
502
$a
Thesis (Ph.D.)--University of California, Riverside, 2023.
504
$a
Includes bibliographical references
520
$a
This dissertation identifies the digital mediation of the technological carnivalesque in mobile smartphone, console, and PC games. Video game and mobile technology clearly show the human in transition, as phasic, and in a constant state of ontogenesis and technogenesis. The technological carnivalesque renders moot fixed notions of human identity regarding gender, sexuality, race, and class, and instead works to expose the cultural practices and technologies that construct, police, and exploit these fixed notions of human subjectivity and identity. Therefore, it is crucial that notions of human subjectivity and technicity are thoughtfully and critically approached, inviting an expansive and unprecedented future for human subjectivity that welcomes a collective approach to the human that emerges in unthinkably radical forms.Each chapter highlights and examines a different digital game or digital media text, emphasizing the transformative dialogic that operates between users, game developers, and hardware and software. Chapter 2 studies Shelley Jackson's Patchwork Girl (1995), a hypertext that exposes the gendering of information and bodies in western culture and uses the hyperlink as a point of feminist critique to understand the body and embodiment as phasic, technically contingent, and transforming. Chapter 3 analyzes the id Software's first-person shooter, DOOM (1993), as contributing to a radical, open-source code model of information sharing over a budding internet of the early 90's. id's open-source ethos stands in direct dialogic contrast to that of Nintendo's Read-Only Memory software, and this dialogic draws into critical question the desires and logics regarding the distribution of human technics within late-stage capitalism. Chapter 4 and 5 analyze two major mobile games: Pokemon GO and Animal Crossing: New Horizons and discuss the unprecedented transformative influence that mobile games hold due to their massive implantation via global smartphone networks.Ultimately, the project attests to the ongoing importance of digital media hardware and software as a crucial site of emerging ontogenesis and technogenesis. Moreover, the project demonstrates the real potential for comparative and critical approaches to media to offer valuable new models for understanding how human ontogenesis and technogenesis emerges through the embodied practices surrounding media and media interfaces.
533
$a
Electronic reproduction.
$b
Ann Arbor, Mich. :
$c
ProQuest,
$d
2024
538
$a
Mode of access: World Wide Web
650
4
$a
Mass communications.
$3
1335238
650
4
$a
Information technology.
$3
559429
650
4
$a
Gender studies.
$3
1179195
650
4
$a
Literature.
$3
557269
653
$a
Carnivalesque
653
$a
Digital media
653
$a
Gender
653
$a
Technoculture
653
$a
Video games
653
$a
Technogenesis
655
7
$a
Electronic books.
$2
local
$3
554714
690
$a
0401
690
$a
0733
690
$a
0489
690
$a
0708
710
2
$a
University of California, Riverside.
$b
English.
$3
1193664
710
2
$a
ProQuest Information and Learning Co.
$3
1178819
773
0
$t
Dissertations Abstracts International
$g
85-04B.
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30638128
$z
click for full text (PQDT)
筆 0 讀者評論
多媒體
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼[密碼必須為2種組合(英文和數字)及長度為10碼以上]
登入