Digital Leisure Cultures
Critical Perspectives
Herausgeber: Carnicelli, Sandro; McPherson, Gayle; Mcgillivray, David
Digital Leisure Cultures
Critical Perspectives
Herausgeber: Carnicelli, Sandro; McPherson, Gayle; Mcgillivray, David
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The digital turn in leisure has opened up a vast array of new opportunities to play, learn, participate and be entertained. This book 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.
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The digital turn in leisure has opened up a vast array of new opportunities to play, learn, participate and be entertained. This book 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.
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Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 226
- Erscheinungstermin: 15. August 2016
- Englisch
- Abmessung: 234mm x 157mm x 18mm
- Gewicht: 476g
- ISBN-13: 9781138955073
- ISBN-10: 1138955078
- Artikelnr.: 43679737
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: Taylor & Francis
- Seitenzahl: 226
- Erscheinungstermin: 15. August 2016
- Englisch
- Abmessung: 234mm x 157mm x 18mm
- Gewicht: 476g
- ISBN-13: 9781138955073
- ISBN-10: 1138955078
- Artikelnr.: 43679737
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
Sandro Carnicelli is the Programme Leader for Events Management and Tourism Management at the University of the West of Scotland, UK. Sandro has published articles in international journals, including Annals of Tourism Research, Tourism Management, Annals of Leisure Research, Journal of Teaching in Travel & Tourism, and World Leisure. He is also a member of the ABRATUR (International Academy for the Development of Tourism Research in Brazil), and he is on the Executive Board (Treasurer) of the Leisure Studies Association and on the Advisory Board of the Annals of Leisure Research. David McGillivray holds a Chair in Event and Digital Cultures in the School of Media, Culture and Society at University of the West of Scotland, UK. His research focuses on two main areas of activity. The first area of interest is the contemporary significance of events and festivals (sporting and cultural) as markers of identity and mechanisms for the achievements of wider economic, social and cultural externalities. The second area relates to the affordances of digital culture, especially related to understandings of digital citizenship, participation and the role of everyday digital media platforms and practices in enabling (or restricting) voices within an increasingly saturated media landscape. He has published extensively on these themes and been involved in research and knowledge exchange activities that take as their focus the affordances of digital culture, including sub-themes of digital citizenship (see digital commonwealth.co.uk), digital participation, digital storytelling and alternative/community media and digital sport media. He is currently Deputy Editor of the Annals of Leisure Research. Gayle McPherson holds a Chair in Events and Cultural Policy within the School of Media, Culture and Society at the University of the West of Scotland, UK. Her research interests revolve around the interventions of the local and national state in events and festivity of all types and the social and cultural impacts of events on communities. She is involved on the international collaborative research project Leveraging Parasport Events: for sustainable community participation. She has recently completed a digital literacy practice research project around the Commonwealth Games 2014. She is a member of the European Cultural Parliament and teaches at the Institute of Cultural Diplomacy in Berlin. She has published widely in the events, culture and festivals area, including recently as a co-author (2015) Young People, Media Making and Critical Digital Citizenship, and regularly publishes in journals such as Cultural Trends, Managing Leisure, Journal of Policy Research in Tourism, Leisure and Events and Leisure Studies.
Foreword 1. Introduction 2. Gigs Will Tear You Aart: Accelerated Clture and
Dgital Leisure Studies 3. 3D Printed Self-Replicas: Personal Digital Data
Made Solid 4. "I'm selling the dream really aren't I?": Sharing Fit Male
Bodies on Social Networking Sites 5. Experiencing Outdoor Recreation in the
Digital Technology Age: A Case Study from the Port Hills of Christchurch,
New Zealand 6. GoPro Panopticon: Performing in the Surveyed Leisure
Experience 7. Serious Leisure, Prosumption, and the Digital Sport Media
Economy: A Case Study of Ice Hockey Blogging 8. The (in)visibility of Older
Adults in Digital Leisure Cultures 9. Demystifying Digital Divide and
Digital Leisure 10. Understanding Cyber-Enabled Abuse in Sport 11.
Consuming Authentic Leisure in the Virtual World of Gaming: Young Gamers'
Experience of Imaginary Play in Second Modernity 12. E'gao as a Networked
Digital Leisure Practice in China 13. Teju Cole's Small Fates: Producing
Leisure Space and Leisure Time on Twitter 14. Street Hauntings: Digital
Storytelling in Twenty-First Century Leisure Cultures 15. Literary Work as
a Leisure Activity: Amateur Literary Forums on the Czech Internet 16.
Sexual Desire in the Digital Leisure Sphere: Women's Consumption of
Sexually Explicit Material 17. Concluding Remarks
Dgital Leisure Studies 3. 3D Printed Self-Replicas: Personal Digital Data
Made Solid 4. "I'm selling the dream really aren't I?": Sharing Fit Male
Bodies on Social Networking Sites 5. Experiencing Outdoor Recreation in the
Digital Technology Age: A Case Study from the Port Hills of Christchurch,
New Zealand 6. GoPro Panopticon: Performing in the Surveyed Leisure
Experience 7. Serious Leisure, Prosumption, and the Digital Sport Media
Economy: A Case Study of Ice Hockey Blogging 8. The (in)visibility of Older
Adults in Digital Leisure Cultures 9. Demystifying Digital Divide and
Digital Leisure 10. Understanding Cyber-Enabled Abuse in Sport 11.
Consuming Authentic Leisure in the Virtual World of Gaming: Young Gamers'
Experience of Imaginary Play in Second Modernity 12. E'gao as a Networked
Digital Leisure Practice in China 13. Teju Cole's Small Fates: Producing
Leisure Space and Leisure Time on Twitter 14. Street Hauntings: Digital
Storytelling in Twenty-First Century Leisure Cultures 15. Literary Work as
a Leisure Activity: Amateur Literary Forums on the Czech Internet 16.
Sexual Desire in the Digital Leisure Sphere: Women's Consumption of
Sexually Explicit Material 17. Concluding Remarks
Foreword 1. Introduction 2. Gigs Will Tear You Aart: Accelerated Clture and
Dgital Leisure Studies 3. 3D Printed Self-Replicas: Personal Digital Data
Made Solid 4. "I'm selling the dream really aren't I?": Sharing Fit Male
Bodies on Social Networking Sites 5. Experiencing Outdoor Recreation in the
Digital Technology Age: A Case Study from the Port Hills of Christchurch,
New Zealand 6. GoPro Panopticon: Performing in the Surveyed Leisure
Experience 7. Serious Leisure, Prosumption, and the Digital Sport Media
Economy: A Case Study of Ice Hockey Blogging 8. The (in)visibility of Older
Adults in Digital Leisure Cultures 9. Demystifying Digital Divide and
Digital Leisure 10. Understanding Cyber-Enabled Abuse in Sport 11.
Consuming Authentic Leisure in the Virtual World of Gaming: Young Gamers'
Experience of Imaginary Play in Second Modernity 12. E'gao as a Networked
Digital Leisure Practice in China 13. Teju Cole's Small Fates: Producing
Leisure Space and Leisure Time on Twitter 14. Street Hauntings: Digital
Storytelling in Twenty-First Century Leisure Cultures 15. Literary Work as
a Leisure Activity: Amateur Literary Forums on the Czech Internet 16.
Sexual Desire in the Digital Leisure Sphere: Women's Consumption of
Sexually Explicit Material 17. Concluding Remarks
Dgital Leisure Studies 3. 3D Printed Self-Replicas: Personal Digital Data
Made Solid 4. "I'm selling the dream really aren't I?": Sharing Fit Male
Bodies on Social Networking Sites 5. Experiencing Outdoor Recreation in the
Digital Technology Age: A Case Study from the Port Hills of Christchurch,
New Zealand 6. GoPro Panopticon: Performing in the Surveyed Leisure
Experience 7. Serious Leisure, Prosumption, and the Digital Sport Media
Economy: A Case Study of Ice Hockey Blogging 8. The (in)visibility of Older
Adults in Digital Leisure Cultures 9. Demystifying Digital Divide and
Digital Leisure 10. Understanding Cyber-Enabled Abuse in Sport 11.
Consuming Authentic Leisure in the Virtual World of Gaming: Young Gamers'
Experience of Imaginary Play in Second Modernity 12. E'gao as a Networked
Digital Leisure Practice in China 13. Teju Cole's Small Fates: Producing
Leisure Space and Leisure Time on Twitter 14. Street Hauntings: Digital
Storytelling in Twenty-First Century Leisure Cultures 15. Literary Work as
a Leisure Activity: Amateur Literary Forums on the Czech Internet 16.
Sexual Desire in the Digital Leisure Sphere: Women's Consumption of
Sexually Explicit Material 17. Concluding Remarks