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Articles 1 - 5 of 5
Full-Text Articles in Digital Humanities
“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb
“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb
Articles
This article considers how player interactions with religious and ethnic markers, create
a globalized game space in the mobile game Florence (2018). Florence is a multiaward-
winning interactive novella game with story-integrated minigames that weave
play experiences into the narrative. The game, in part, explores love, loss, and
rejuvenation as relatable experiences. Simultaneously, the game produces a unique
experience for each player, as they can refract the game narrative through their own
cultural, identitarian lens. The game assumes the shared cultural space of the player,
the player-character (PC), and the non-player-character (NPC) while blurring the
boundaries between each of these …
An Ethical Discussion About The Responsibility For Protection Of Minors In The Digital Environment: A State-Of-The-Art Review, Charles Alves De Castro, Aiden Carthy, Isobel Oreilly Dr
An Ethical Discussion About The Responsibility For Protection Of Minors In The Digital Environment: A State-Of-The-Art Review, Charles Alves De Castro, Aiden Carthy, Isobel Oreilly Dr
Articles
Many ethical questions have been raised regarding the use of social media and the internet, mainly related to the protection of young people in the digital environment. In order to critically address the research question "who is responsible for ethically protecting minors in the digital environment?", this paper will review the main literature available to understand the role of parents, the government, and companies in protecting young people within the digital environment. We employed a holistic process that covers a state-of-the-art review and desk research. The article is divided into four sessions; (1) Government Policies from the European Union (EU) …
Questions Concerning Attention And Stiegler’S Therapeutics, Noel Fitzpatrick
Questions Concerning Attention And Stiegler’S Therapeutics, Noel Fitzpatrick
Articles
The article sets out to develop the concept of attention as a key aspect to building the possible therapeutics that Bernard Stiegler’s recent works have pointed to (The Automatic Society, 2016, The Neganthropocene, 2018 and Qu’appelle-t-on Panser, 2018). The therapeutic aspect of pharmacology takes place through processes that are neganthropic; therefore, which attempt to counteract the entropic nature of digital technologies where there is flattening out to the measurable and the calculable of Big Data. The most obvious examples of this flattening out can be seen in relation to the use of natural language processing technologies for …
Traversing States: A Reflection On Digital Technology And Simondon's Critique Of Hylomorphism, Michael O'Hara
Traversing States: A Reflection On Digital Technology And Simondon's Critique Of Hylomorphism, Michael O'Hara
Articles
In this article, I examine Simondon's concept of the technical object reflecting on its analogous relationship to digital technology. Intrinsic to such an analysis is Simondon's distinction between the abstract and concrete and his specific critique of the hylomorphic model. In a deeply rich example, Simondon, contra Aristotle, mobilises the process of mould-making as an exemplar of the modulated ensemble of forces that prefigure any formations of matter through form. I analyse Simondon's paradigmatic criticism while at the same time carving out the potential intersections that emerge through the kinaesthetic awareness of the body. By doing so I highlight the …
Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb
Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb
Articles
Rather than a discontinuity from traditional modes of learning, new explorations of digital and strategic games in Jewish learning are markedly continuous with ancient practices. An explication of the close connections between traditional modes of Jewish learning, interpretive practice, and gaming culture can help to explain how Jews of the Digital Age can adopt and are adapting modern Games for Learning practices for contemporary purposes. The chapter opens by contextualizing a notion of Jewish Games and the field of Games for Learning. Next, the chapter explains the connections between game systems and Jewish traditions. It closes with a case study …