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Leisure Studies Commons

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Articles 1 - 9 of 9

Full-Text Articles in Leisure Studies

Web 2.0 Spaces For Activism: Critiquing Its Novelty Through A Historical Lens Of Public Political Space, Payal Arora Jun 2013

Web 2.0 Spaces For Activism: Critiquing Its Novelty Through A Historical Lens Of Public Political Space, Payal Arora

Payal Arora

This paper draws parallels between the use of public leisure spaces in the city such as parks and squares, and the use of certain forms of digital networks. Similarities between these two sorts of social contexts are worth considering, particularly their political dimension. This effortsituates the current conversation about social media as sites of political mobilization into dialogue with the historical analysis of public parks as spaces that, in a similar fashion, were designed for leisure and consumption but was appropriated as sites of resistance. It brings together the literature on urban parks as centers of democracy and the literature …


Global Cities: Global Parks: Conceptualizing The Globalizing Of Digital Leisure Networks, Payal Arora Jan 2013

Global Cities: Global Parks: Conceptualizing The Globalizing Of Digital Leisure Networks, Payal Arora

Payal Arora

No abstract provided.


Leisure Divide: Can The Third World Come Out To Play?, Payal Arora Dec 2011

Leisure Divide: Can The Third World Come Out To Play?, Payal Arora

Payal Arora

As billions of dollars are invested in mitigating the digital divide, stakes are raised to gain validity for these cost-intensive endeavors, focusing more on online activities that have clear socio-economic outcomes. Hence, farmers in rural India are watched closely to see how they access crop prices online, while their Orkuting gets sidelined as anecdotal. This paper argues that this is a fundamental problem as it treats users in emerging markets as somehow inherently different from those in the West. After all, it is now commonly accepted that much of what users do online in developed nations is leisure-oriented. This perspective …


Busyness In Cybercafes: An Indian Context, Payal Arora May 2011

Busyness In Cybercafes: An Indian Context, Payal Arora

Payal Arora

No abstract provided.


Online Social Sites As Virtual Parks: An Investigation Into Leisure Online And Offline, Payal Arora Jan 2011

Online Social Sites As Virtual Parks: An Investigation Into Leisure Online And Offline, Payal Arora

Payal Arora

Currently, there is much excitement about Web 2.0 as a novel platform for experiencing, producing, and consuming leisure, particularly through social network sites. Conversely, there are skeptics who sound the alarm on these spaces, viewing them as diluting of human relations. The perspective that guides this article is invested in neither a utopian nor a dystopian posture, but sees historical continuity, pointing out that performing leisure is a basic human impulse that has found expression over the centuries. With regard to the online sites used for leisure, it makes the case that the history of the development of the public …


Representations Of Alana In Computer And Video Games, Jeffrey Brand, Jakub Majewski, Scott Knight Sep 2009

Representations Of Alana In Computer And Video Games, Jeffrey Brand, Jakub Majewski, Scott Knight

Scott J. Knight

A new way to view race in media is presented in a nuanced picture that sometimes defies simple racial dichotomies. It explores the racial characterization of the heroes and she-roes of various video games. The potential for more balanced and fair representations of ALANA [African, Latin, Asian, Native American] is perhaps greater in CVG's [computer and video games] than in the traditional media. However, only small advances have been made in offering choice and a range of character roles for ALANA while eschewing traditional media stereotypes.


Interactive Australia 2007 : Facts About The Australian Computer And Video Game Industry, Jeffrey Brand Feb 2009

Interactive Australia 2007 : Facts About The Australian Computer And Video Game Industry, Jeffrey Brand

Jeffrey Brand

Interactive Australia 2007 provides data on who is playing games in Australia, what their attitudes and behaviours are like compared with non-gamers, the nature of the games market, the importance of games in the family experience and the role of online access in game purchasing and play. The study is based on a national random sample of 1,606 Australian households who responded to more than 75 questions and over 300 data points in a 15-minute online survey run by ACNielsen Surveys Australia in late September 2006. Two units of analysis are explored in the study: the household and the player …


Representations Of Alana In Computer And Video Games, Jeffrey Brand, Jakub Majewski, Scott Knight Feb 2009

Representations Of Alana In Computer And Video Games, Jeffrey Brand, Jakub Majewski, Scott Knight

Jeffrey Brand

A new way to view race in media is presented in a nuanced picture that sometimes defies simple racial dichotomies. It explores the racial characterization of the heroes and she-roes of various video games. The potential for more balanced and fair representations of ALANA [African, Latin, Asian, Native American] is perhaps greater in CVG's [computer and video games] than in the traditional media. However, only small advances have been made in offering choice and a range of character roles for ALANA while eschewing traditional media stereotypes.


The Narrative And Ludic Nexus In Computer Games: Diverse Worlds Ii, Jeffrey Brand, Scott Knight Dec 2004

The Narrative And Ludic Nexus In Computer Games: Diverse Worlds Ii, Jeffrey Brand, Scott Knight

Jeffrey Brand

To examine relationships between narratological and ludological elements in computer games, we undertook an empirical study of 80 contemporary titles. We drew inspiration from Jenkins’ 2004 paper on dimensions of narrative architecture and Aarseth, Smedstad and Sunnanå’s (2003) paper on a typology of ludological factors in games. Although these two groups of concepts have not been fully explicated, we defined them in concrete terms, citing example game titles. We intersected six groups of narratological factors with seven groups of ludological factors and present the data in this paper. Of the four dimensions of narrative architecture, evoked was most problematic and …