<?xml version="1.0" encoding="UTF-8"?>
<ONIXMessage release="3.0" xmlns="http://ns.editeur.org/onix/3.0/reference" >
<Header><Sender><SenderName>unglue.it</SenderName><EmailAddress>unglueit@ebookfoundation.org</EmailAddress></Sender><SentDateTime>20260721T135424Z</SentDateTime><MessageNote>Unglue.it Digital lifestyle</MessageNote></Header><Product><RecordReference>it.unglue.work.488682.656015</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>656015</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Advances in Technology</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Wim Kouwenhoven</PersonName><PersonNameInverted>Kouwenhoven, Wim</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Email: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>From 3rd to 5th March 2008 the International Association of Technology, Education and Development organised its International Technology, Education and Development Conference in Valencia, Spain. Over a hundred papers were presented by participants from a great variety of countries. Summarising, this book provides a kaleidoscopic view of work that is done, all over the world in (higher) education, characterised by the key words ‘Education” and ‘Development’. I wish the reader an enlightening experience.<br/><br/>Listed by <a href="https://unglue.it/work/488682/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/d4/03/d4035cabb4d512845b1299e96399d2df.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2009</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/323173/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.504071.675407</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>675407</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386145</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>AI for Everyone?</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Pieter Verdegem</PersonName><PersonNameInverted>Verdegem, Pieter</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Algorithms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cybernetics &amp; systems theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>good data</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Impact of science &amp; technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Machine learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research &amp; information: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social Justice</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>solutionism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: general::GPF Information theory::GPFC Cybernetics and systems theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>We are entering a new era of technological determinism and solutionism in which governments and business actors are seeking data-driven change, assuming that Artificial Intelligence is now inevitable and ubiquitous. But we have not even started asking the right questions, let alone developed an understanding of the consequences. Urgently needed is debate that asks and answers fundamental questions about power. This book brings together critical interrogations of what constitutes AI, its impact and its inequalities in order to offer an analysis of what it means for AI to deliver benefits for everyone. The book is structured in three parts: Part 1, AI: Humans vs. Machines, presents critical perspectives on human-machine dualism. Part 2, Discourses and Myths About AI, excavates metaphors and policies to ask normative questions about what is ‘desirable’ AI and what conditions make this possible. Part 3, AI Power and Inequalities, discusses how the implementation of AI creates important challenges that urgently need to be addressed. Bringing together scholars from diverse disciplinary backgrounds and regional contexts, this book offers a vital intervention on one of the most hyped concepts of our times.</p><br/><br/>Listed by <a href="https://unglue.it/work/504071/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210920</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410797/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.504071.675408</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>675408</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386152</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>AI for Everyone?</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Pieter Verdegem</PersonName><PersonNameInverted>Verdegem, Pieter</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Algorithms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cybernetics &amp; systems theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>good data</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Impact of science &amp; technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Machine learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research &amp; information: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social Justice</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>solutionism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: general::GPF Information theory::GPFC Cybernetics and systems theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>We are entering a new era of technological determinism and solutionism in which governments and business actors are seeking data-driven change, assuming that Artificial Intelligence is now inevitable and ubiquitous. But we have not even started asking the right questions, let alone developed an understanding of the consequences. Urgently needed is debate that asks and answers fundamental questions about power. This book brings together critical interrogations of what constitutes AI, its impact and its inequalities in order to offer an analysis of what it means for AI to deliver benefits for everyone. The book is structured in three parts: Part 1, AI: Humans vs. Machines, presents critical perspectives on human-machine dualism. Part 2, Discourses and Myths About AI, excavates metaphors and policies to ask normative questions about what is ‘desirable’ AI and what conditions make this possible. Part 3, AI Power and Inequalities, discusses how the implementation of AI creates important challenges that urgently need to be addressed. Bringing together scholars from diverse disciplinary backgrounds and regional contexts, this book offers a vital intervention on one of the most hyped concepts of our times.</p><br/><br/>Listed by <a href="https://unglue.it/work/504071/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/9b/ff/9bffbe9cbd4e22fdb966052ad682345a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210920</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/524912/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.504071.675410</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>675410</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386138</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>AI for Everyone?</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Pieter Verdegem</PersonName><PersonNameInverted>Verdegem, Pieter</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Algorithms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cybernetics &amp; systems theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>good data</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Impact of science &amp; technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Machine learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research &amp; information: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social Justice</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>solutionism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: general::GPF Information theory::GPFC Cybernetics and systems theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>We are entering a new era of technological determinism and solutionism in which governments and business actors are seeking data-driven change, assuming that Artificial Intelligence is now inevitable and ubiquitous. But we have not even started asking the right questions, let alone developed an understanding of the consequences. Urgently needed is debate that asks and answers fundamental questions about power. This book brings together critical interrogations of what constitutes AI, its impact and its inequalities in order to offer an analysis of what it means for AI to deliver benefits for everyone. The book is structured in three parts: Part 1, AI: Humans vs. Machines, presents critical perspectives on human-machine dualism. Part 2, Discourses and Myths About AI, excavates metaphors and policies to ask normative questions about what is ‘desirable’ AI and what conditions make this possible. Part 3, AI Power and Inequalities, discusses how the implementation of AI creates important challenges that urgently need to be addressed. Bringing together scholars from diverse disciplinary backgrounds and regional contexts, this book offers a vital intervention on one of the most hyped concepts of our times.</p><br/><br/>Listed by <a href="https://unglue.it/work/504071/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210920</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410798/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410796/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.488647.655980</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>655980</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Applications of Monte Carlo Methods in Biology, Medicine and Other Fields of Science</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Charles J. Mode</PersonName><PersonNameInverted>Mode, Charles J.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematical &amp; Statistical Software</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This volume is an eclectic mix of applications of Monte Carlo methods in many fields of research should not be surprising, because of the ubiquitous use of these methods in many fields of human endeavor. In an attempt to focus attention on a manageable set of applications, the main thrust of this book is to emphasize applications of Monte Carlo simulation methods in biology and medicine.<br/><br/>Listed by <a href="https://unglue.it/work/488647/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/a6/95/a6952dc0e61a3feb704806e5733d21b8.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2011</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/323138/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554145.742615</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>742615</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Arcade Britannia</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Alan Meades</PersonName><PersonNameInverted>Meades, Alan</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Alca</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Allwin</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Amusement arcade</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Amusement Caterer</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Amusements</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Atari</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>BACTA</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Bell Fruit</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Bingo</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>britain</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>British</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Coin Machine</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Copyright</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Crompton</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Defender</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>English Civil War</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fairground</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>FOBT</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fruit Machine</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Gambling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mafia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Midway</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Military History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Penny Falls</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Pin Table</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ping Pong</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Pong</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popular beliefs &amp; controversial knowledge</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Seaside</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>SEGA</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Showmen</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Space Invaders</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>tax</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::1 Place qualifiers::1D Europe::1DD Western Europe::1DDU United Kingdom, Great Britain</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBG Popular beliefs and controversial knowledge</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHW Military history::NHWF Early modern warfare (including gunpowder warfare)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHW Military history::NHWR Specific wars and campaigns::NHWR3 Civil wars</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Traveling Fair</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Traveling Showmen</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video Game</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>videogame</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The story of the British amusement arcade from the 1800s to the present. Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline. Arcade Britannia highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain's role in introducing coin-operated technologies into Europe, as well as the industry's close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade's history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play. Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.<br/><br/>Listed by <a href="https://unglue.it/work/554145/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/49/05/4905d334e246bc2971fcc350247dde96.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/390914/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.631517.846983</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>846983</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481345</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Can’t Touch This</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Chiara Palladino</PersonName><PersonNameInverted>Palladino, Chiara</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Gabriel Bodard</PersonName><PersonNameInverted>Bodard, Gabriel</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>data modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History: specific events &amp; topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Intellectual property</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Museology &amp; heritage studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Preservation and digitization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social &amp; cultural history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology::GLZ Museology and heritage studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHT History: specific events and topics::NHTB Social and cultural history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual heritage</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>What are the implications of digital representation on intellectual property and ownership of cultural heritage? Are aspirations to preservation and accessibility in the digital space reconcilable with cultural sensitivities, colonized history, and cultural appropriation?</p><p>This volume brings together different perspectives from academics and practitioners of Cultural Heritage, to address current debates in the digitization and other computational study of cultural artifacts. From the tension between the materiality of cultural heritage objects and the intangible character of digital models, we explore larger issues in intellectual property, collection management, pedagogical practice, inclusion and accessibility, and the role of digital methods in decolonization and restitution debates.</p><p>The contributions include perspectives from a wide range of disciplines, addressing these questions within the study of the material culture of Africa, Europe, Asia, Oceania, and the Americas.</p><br/><br/>Listed by <a href="https://unglue.it/work/631517/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/e6/a7/e6a726148b67aa1ae26bafc814a33585.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20231218</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/450384/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.631517.846985</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>846985</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481338</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Can’t Touch This</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Chiara Palladino</PersonName><PersonNameInverted>Palladino, Chiara</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Gabriel Bodard</PersonName><PersonNameInverted>Bodard, Gabriel</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>data modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History: specific events &amp; topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Intellectual property</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Museology &amp; heritage studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Preservation and digitization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social &amp; cultural history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology::GLZ Museology and heritage studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHT History: specific events and topics::NHTB Social and cultural history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual heritage</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>What are the implications of digital representation on intellectual property and ownership of cultural heritage? Are aspirations to preservation and accessibility in the digital space reconcilable with cultural sensitivities, colonized history, and cultural appropriation?</p><p>This volume brings together different perspectives from academics and practitioners of Cultural Heritage, to address current debates in the digitization and other computational study of cultural artifacts. From the tension between the materiality of cultural heritage objects and the intangible character of digital models, we explore larger issues in intellectual property, collection management, pedagogical practice, inclusion and accessibility, and the role of digital methods in decolonization and restitution debates.</p><p>The contributions include perspectives from a wide range of disciplines, addressing these questions within the study of the material culture of Africa, Europe, Asia, Oceania, and the Americas.</p><br/><br/>Listed by <a href="https://unglue.it/work/631517/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/e6/a7/e6a726148b67aa1ae26bafc814a33585.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20231218</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/450385/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/450383/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.631517.1266468</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1266468</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481321</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Can’t Touch This</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Chiara Palladino</PersonName><PersonNameInverted>Palladino, Chiara</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Gabriel Bodard</PersonName><PersonNameInverted>Bodard, Gabriel</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>data modelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History: specific events &amp; topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Intellectual property</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Museology &amp; heritage studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Preservation and digitization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social &amp; cultural history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology::GLZ Museology and heritage studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHT History: specific events and topics::NHTB Social and cultural history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual heritage</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>What are the implications of digital representation on intellectual property and ownership of cultural heritage? Are aspirations to preservation and accessibility in the digital space reconcilable with cultural sensitivities, colonized history, and cultural appropriation?</p><p>This volume brings together different perspectives from academics and practitioners of Cultural Heritage, to address current debates in the digitization and other computational study of cultural artifacts. From the tension between the materiality of cultural heritage objects and the intangible character of digital models, we explore larger issues in intellectual property, collection management, pedagogical practice, inclusion and accessibility, and the role of digital methods in decolonization and restitution debates.</p><p>The contributions include perspectives from a wide range of disciplines, addressing these questions within the study of the material culture of Africa, Europe, Asia, Oceania, and the Americas.</p><br/><br/>Listed by <a href="https://unglue.it/work/631517/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=apHqEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20231218</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/542103/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.469578.633805</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>633805</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783631782941</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Ceremonial Storytelling</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Frank Usbeck</PersonName><PersonNameInverted>Usbeck, Frank</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Art: financial aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ethnic studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History of the Americas</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: from c 1900 -</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history and criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Military History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Military veterans</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Other warfare &amp; defence issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PSY000000</SubjectCode><SubjectHeadingText>Psychology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Regional &amp; national history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social and cultural anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general::DSBH Literary studies: c 1900 to c 2000</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JW Warfare and defence::JWX Other warfare and defence issues::JWXV Military veterans</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHK History of the Americas</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHW Military history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Warfare &amp; Defence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>US society has controversially debated civil-military relationships and war trauma since the Vietnam War. Civic activists today promote Indigenous warrior traditions as role models for non-Native veteran reintegration and health care. They particularly stress the role of ritual and narrative for civil-military negotiations of war experience and for trauma therapy. Applying a cultural-comparative lens, this book reads non-Native soldiers’ and veterans’ life writing from post-9/11 wars as «ceremonial storytelling.» It analyzes activist academic texts, «milblogs» written in the war zone, as well as «homecoming scenarios.» Soldiers’ and veterans’ interactions with civilians constitute jointly constructed, narrative civic rituals that discuss the meaning of war experience and homecoming.<br/><br/>Listed by <a href="https://unglue.it/work/469578/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/d3/39/d339aaf27c06fa3dc777e4e2beafc581.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Peter Lang International Academic Publishing Group</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/276276/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554228.742698</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>742698</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Challenges in Cybersecurity and Privacy - the European Research Landscape</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Jorge Bernal Bernabe</PersonName><PersonNameInverted>Bernabe, Jorge Bernal</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Antonio Skarmeta</PersonName><PersonNameInverted>Skarmeta, Antonio</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer security</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Online safety and behaviour</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UR Computer security</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Cybersecurity and Privacy issues are becoming an important barrier for a trusted and dependable global digital society development. Cyber-criminals are continuously shifting their cyber-attacks specially against cyber-physical systems and IoT, since they present additional vulnerabilities due to their constrained capabilities, their unattended nature and the usage of potential untrustworthiness components. Likewise, identity-theft, fraud, personal data leakages, and other related cyber-crimes are continuously evolving, causing important damages and privacy problems for European citizens in both virtual and physical scenarios. In this context, new holistic approaches, methodologies, techniques and tools are needed to cope with those issues, and mitigate cyberattacks, by employing novel cyber-situational awareness frameworks, risk analysis and modeling, threat intelligent systems, cyber-threat information sharing methods, advanced big-data analysis techniques as well as exploiting the benefits from latest technologies such as SDN/NFV and Cloud systems. In addition, novel privacy-preserving techniques, and crypto-privacy mechanisms, identity and eID management systems, trust services, and recommendations are needed to protect citizens’ privacy while keeping usability levels. The European Commission is addressing the challenge through different means, including the Horizon 2020 Research and Innovation program, thereby financing innovative projects that can cope with the increasing cyberthreat landscape. This book introduces several cybersecurity and privacy research challenges and how they are being addressed in the scope of 15 European research projects. Each chapter is dedicated to a different funded European Research project, which aims to cope with digital security and privacy aspects, risks, threats and cybersecurity issues from a different perspective. Each chapter includes the project’s overviews and objectives, the particular challenges they are covering, research achievements on security and privacy, as well as the techniques, outcomes, and evaluations accomplished in the scope of the EU project. The book is the result of a collaborative effort among relative ongoing European Research projects in the field of privacy and security as well as related cybersecurity fields, and it is intended to explain how these projects meet the main cybersecurity and privacy challenges faced in Europe. Namely, the EU projects analyzed in the book are: ANASTACIA, SAINT, YAKSHA, FORTIKA, CYBECO, SISSDEN, CIPSEC, CS-AWARE. RED-Alert, Truessec.eu. ARIES, LIGHTest, CREDENTIAL, FutureTrust, LEPS. Challenges in Cybersecurity and Privacy - the European Research Landscape is ideal for personnel in computer/communication industries as well as academic staff and master/research students in computer science and communications networks interested in learning about cyber-security and privacy aspects.<br/><br/>Listed by <a href="https://unglue.it/work/554228/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/ca/7c/ca7c826a79cafa07c55292702952d88d.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Taylor &amp; Francis</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/390179/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.543796.727828</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>727828</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Co-creating Videogames</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>John Banks</PersonName><PersonNameInverted>Banks, John</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet &amp; WWW industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media, information &amp; communication industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Co-creativity has become a significant cultural and economic phenomenon. Media consumers have become media producers. This book offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry. Banks discusses the challenges of incorporating these co-creative relationships into the development process. Drawing on a decade of research within the industry, the book gives us valuable insight into the continually changing and growing world of video games.<br/><br/>Listed by <a href="https://unglue.it/work/543796/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/1d/43/1d435985750d2fae474cfa742bbd091d.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Bloomsbury Academic</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2013</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/387641/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.480264.633901</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>633901</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781000224115</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Comics and Videogames</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Andreas Rauscher</PersonName><PersonNameInverted>Rauscher, Andreas</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Daniel Stein</PersonName><PersonNameInverted>Stein, Daniel</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jan-Noël Thon</PersonName><PersonNameInverted>Thon, Jan-Noël</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>American / British style comic books and graphic novels</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Art d'écrire</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Authorship</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Comic books, strips</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>CGN000000</SubjectCode><SubjectHeadingText>Comics &amp; Graphic Novels</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital storytelling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fiction &amp; related items</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>General</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphic novels</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphic novels: superheroes &amp; super-villains</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Influence on mass media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>jeux vidéo</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Récits numériques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Superheroes &amp; super-villains</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video &amp; Electronic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>"This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture.
The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics ""between"" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan.
Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies."<br/><br/>Listed by <a href="https://unglue.it/work/480264/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/2b/cb/2bcbbaefec3825c97c03cba0d3e75b56.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Taylor &amp; Francis</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/276331/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.438967.595734</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>595734</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781911529866</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Communicating the Past in the Digital Age</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Sebastian Hageneuer</PersonName><PersonNameInverted>Hageneuer, Sebastian</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archaeogaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>augmented reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Higher &amp; further education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language teaching &amp; learning (other than ELT)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language teaching theory &amp; methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Museum, historic sites, gallery &amp; art guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Teaching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::C Language and Linguistics::CJ Language teaching and learning::CJA Language teaching theory and methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNM Higher education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Travel &amp; holiday</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Travel &amp; holiday guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Reconstructions</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum.</p><p>This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.</p><br/><br/>Listed by <a href="https://unglue.it/work/438967/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/7b/84/7b84433fabf1d690fdc13ee239ae3ff3.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20200206</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/384489/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.438967.595736</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>595736</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781911529859</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Communicating the Past in the Digital Age</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Sebastian Hageneuer</PersonName><PersonNameInverted>Hageneuer, Sebastian</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archaeogaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>augmented reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Higher &amp; further education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language teaching &amp; learning (other than ELT)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language teaching theory &amp; methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Museum, historic sites, gallery &amp; art guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Teaching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::C Language and Linguistics::CJ Language teaching and learning::CJA Language teaching theory and methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNM Higher education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Travel &amp; holiday</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Travel &amp; holiday guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Reconstructions</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum.</p><p>This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.</p><br/><br/>Listed by <a href="https://unglue.it/work/438967/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/6e/bd/6ebd6d7e745698e39d8335ff00aa183c.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20200206</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/384488/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.438967.595737</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>595737</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781911529842</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Communicating the Past in the Digital Age</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Sebastian Hageneuer</PersonName><PersonNameInverted>Hageneuer, Sebastian</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archaeogaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>augmented reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Higher &amp; further education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language teaching &amp; learning (other than ELT)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language teaching theory &amp; methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Museum, historic sites, gallery &amp; art guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Teaching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::C Language and Linguistics::CJ Language teaching and learning::CJA Language teaching theory and methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNM Higher education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Travel &amp; holiday</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Travel &amp; holiday guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Reconstructions</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum.</p><p>This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.</p><br/><br/>Listed by <a href="https://unglue.it/work/438967/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/6e/bd/6ebd6d7e745698e39d8335ff00aa183c.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20200206</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/384490/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.438967.1312630</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1312630</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781911529866</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Communicating the Past in the Digital Age</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sebastian Hageneuer</PersonName><PersonNameInverted>Hageneuer, Sebastian</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archaeogaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>augmented reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Higher &amp; further education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language teaching &amp; learning (other than ELT)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language teaching theory &amp; methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Museum, historic sites, gallery &amp; art guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Teaching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::C Language and Linguistics::CJ Language teaching and learning::CJA Language teaching theory and methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNM Higher education, tertiary education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Travel &amp; holiday</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Travel &amp; holiday guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Reconstructions</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum.</p><p>This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.</p><br/><br/>Listed by <a href="https://unglue.it/work/438967/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=fMHTDwAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20200206</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/555374/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.520327.696508</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>696508</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Cyber Security Politics</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Myriam Dunn Cavelty</PersonName><PersonNameInverted>Cavelty, Myriam Dunn</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Andreas Wenger</PersonName><PersonNameInverted>Wenger, Andreas</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>cyber-security</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Emergency services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Espionage &amp; secret services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>International relations</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Machine learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Police &amp; security services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Politics &amp; government</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social services &amp; welfare, criminology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social welfare &amp; social services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>socio-economic dynamics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>socio-technical developments</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JK Social services and welfare, criminology::JKS Social welfare and social services::JKSW Emergency services::JKSW1 Police and security services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JP Politics and government::JPS International relations</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JP Politics and government::JPS International relations::JPSH Espionage and secret services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JW Warfare and defence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Warfare &amp; Defence</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book examines new and challenging political aspects of cyber security and presents it as an issue defined by socio-technological uncertainty and political fragmentation. Structured along two broad themes and providing empirical examples for how socio-technical changes and political responses interact, the first part of the book looks at the current use of cyber space in conflictual settings, while the second focuses on political responses by state and non-state actors in an environment defined by uncertainties. Within this, it highlights four key debates that encapsulate the complexities and paradoxes of cyber security politics from a Western perspective – how much political influence states can achieve via cyber operations and what context factors condition the (limited) strategic utility of such operations; the role of emerging digital technologies and how the dynamics of the tech innovation process reinforce the fragmentation of the governance space; how states attempt to uphold stability in cyberspace and, more generally, in their strategic relations; and how the shared responsibility of state, economy, and society for cyber security continues to be re-negotiated in an increasingly trans-sectoral and transnational governance space. This book will be of much interest to students of cyber security, global governance, technology studies, and international relations.<br/><br/>Listed by <a href="https://unglue.it/work/520327/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/36/1e/361e3987358188e2316102e9fc6cc45a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Taylor &amp; Francis</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/363902/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.520188.696369</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>696369</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Das virtuelle Digitalgebäude</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jan Appenrodt</PersonName><PersonNameInverted>Appenrodt, Jan</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Petra Marpe</PersonName><PersonNameInverted>Marpe, Petra</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Holger Schopbach</PersonName><PersonNameInverted>Schopbach, Holger</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Markus Kybart</PersonName><PersonNameInverted>Kybart, Markus</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Axel Lange</PersonName><PersonNameInverted>Lange, Axel</PersonNameInverted></Contributor><Contributor><SequenceNumber>6</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Christian Ottermann</PersonName><PersonNameInverted>Ottermann, Christian</PersonNameInverted></Contributor><Contributor><SequenceNumber>7</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Norbert Kuri</PersonName><PersonNameInverted>Kuri, Norbert</PersonNameInverted></Contributor><Contributor><SequenceNumber>8</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Uwe Schneider</PersonName><PersonNameInverted>Schneider, Uwe</PersonNameInverted></Contributor><Contributor><SequenceNumber>9</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Stephan Hielscher</PersonName><PersonNameInverted>Hielscher, Stephan</PersonNameInverted></Contributor><Contributor><SequenceNumber>10</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Bernd Mahrin</PersonName><PersonNameInverted>Mahrin, Bernd</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Adult education, continuous learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>construction technologies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digitalization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>industrial and technical vocational training</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>inter-company vocational training centers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>learning and working processes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technical design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNP Adult education, continuous learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYV Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The publication relates to a digital learning system for building construction and building technology. It offers explanations of the didactic concept, technical documents, background information and an extensive collection of exemplary tasks for various target groups and subject areas. The digital 3D model of a two-family house clearly shows essential elements, construction and execution-related relationships and frequently occurring interface problems in buildings. During the virtual tour, constructive and technical building objects can be activated with a mouse click. A context-sensitive menu can be used to activate a wide range of information in different technical depths recall. Comprehensive information, drawings, guidelines, installation instructions and similar documents are provided via a wiki.<br/><br/>Listed by <a href="https://unglue.it/work/520188/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/55/0e/550eb10841d91dce93f912dfeb909d51.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Universitätsverlag der Technischen Universität Berlin</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/363736/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.487723.655056</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>655056</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Data Acquisition</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Michele Vadursi</PersonName><PersonNameInverted>Vadursi, Michele</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Portable &amp; handheld devices: consumer/user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The book is intended to be a collection of contributions providing a birdâ€™s eye view of some relevant multidisciplinary applications of data acquisition. While assuming that the reader is familiar with the basics of sampling theory and analog-to-digital conversion, the attention is focused on applied research and industrial applications of data acquisition. Even in the few cases when theoretical issues are investigated, the goal is making the theory comprehensible to a wide, application- oriented, audience.<br/><br/>Listed by <a href="https://unglue.it/work/487723/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/82/21/82213c02fdc1c4b3163cbf31f06350bf.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2010</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/322214/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.519324.695471</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>695471</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Libraries</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Sadia Vancauwenbergh</PersonName><PersonNameInverted>Vancauwenbergh, Sadia</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Over the past decades, traditional academic library environments have transformed into digital libraries. This has resulted in many challenges for libraries in terms of the reinvention of libraries' roles and organizations, the skill sets of librarians, and library infrastructure. At the same time, this profound transformation has opened the door to many new avenues, such as the support and advancement of Open Science. This book offers insights into the transformation of traditional library environments to digital libraries and details how digital libraries can contribute to Open Science, in particular to Open Access, FAIR and Open Data, and Open Education, by describing methods, criteria, strengths, and weaknesses as well as applications.<br/><br/>Listed by <a href="https://unglue.it/work/519324/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/d2/68/d2688a4b920960c5cb04994dd4198654.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/364115/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.617790.827412</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>827412</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Libraries</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Sadia Vancauwenbergh</PersonName><PersonNameInverted>Vancauwenbergh, Sadia</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDV Digital TV and media centres: consumer / user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Over the past decades, traditional academic library environments have transformed into digital libraries. This has resulted in many challenges for libraries in terms of the reinvention of libraries’ roles and organizations, the skill sets of librarians, and library infrastructure. At the same time, this profound transformation has opened the door to many new avenues, such as the support and advancement of Open Science. This book offers insights into the transformation of traditional library environments to digital libraries and details how digital libraries can contribute to Open Science, in particular to Open Access, FAIR and Open Data, and Open Education, by describing methods, criteria, strengths, and weaknesses as well as applications.<br/><br/>Listed by <a href="https://unglue.it/work/617790/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/20/de/20de48598ffc665ee5748f8b56d3e422.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/425117/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554170.742640</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>742640</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386091</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Platforms and Algorithmic Subjectivities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Emiliana Armano</PersonName><PersonNameInverted>Armano, Emiliana</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Marco Briziarelli</PersonName><PersonNameInverted>Briziarelli, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Elisabetta RISI</PersonName><PersonNameInverted>RISI, Elisabetta</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital subjectivities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gig economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social Theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBA Social theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms.<br/><br/>Listed by <a href="https://unglue.it/work/554170/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/63/99/6399000422ebee29082d2569da83d36a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/525243/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554170.745086</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>745086</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386091</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Platforms and Algorithmic Subjectivities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Emiliana Armano</PersonName><PersonNameInverted>Armano, Emiliana</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Marco Briziarelli</PersonName><PersonNameInverted>Briziarelli, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Elisabetta RISI</PersonName><PersonNameInverted>RISI, Elisabetta</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital subjectivities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gig economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social Theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBA Social theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms.<br/><br/>Listed by <a href="https://unglue.it/work/554170/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221101</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410854/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554170.745088</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>745088</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386084</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Platforms and Algorithmic Subjectivities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Emiliana Armano</PersonName><PersonNameInverted>Armano, Emiliana</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Marco Briziarelli</PersonName><PersonNameInverted>Briziarelli, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Elisabetta RISI</PersonName><PersonNameInverted>RISI, Elisabetta</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital subjectivities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gig economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social Theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBA Social theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms.<br/><br/>Listed by <a href="https://unglue.it/work/554170/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221101</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410853/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554170.745089</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>745089</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386114</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Platforms and Algorithmic Subjectivities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Emiliana Armano</PersonName><PersonNameInverted>Armano, Emiliana</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Marco Briziarelli</PersonName><PersonNameInverted>Briziarelli, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Elisabetta RISI</PersonName><PersonNameInverted>RISI, Elisabetta</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital subjectivities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gig economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social Theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBA Social theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms.<br/><br/>Listed by <a href="https://unglue.it/work/554170/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221101</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410855/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554170.1216337</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1216337</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386091</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Platforms and Algorithmic Subjectivities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Emiliana Armano</PersonName><PersonNameInverted>Armano, Emiliana</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Marco Briziarelli</PersonName><PersonNameInverted>Briziarelli, Marco</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Elisabetta RISI</PersonName><PersonNameInverted>RISI, Elisabetta</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital subjectivities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gig economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social Theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBA Social theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms.<br/><br/>Listed by <a href="https://unglue.it/work/554170/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=pO-ZEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221101</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/529948/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.519183.695330</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>695330</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Service Platforms</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Kyeong Kang</PersonName><PersonNameInverted>Kang, Kyeong</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>E-service is an increasingly popular business practice and a critical part of supporting the global information society. The Digital Service Platforms book reduces the ambiguity about e-service by clarifying how to take advantage of it as well as how to overcome barriers and issues. It includes ten chapters in three subject areas: e-service and social media, e-service concepts, and e-service quality and development. Chapters cover such topics as organization-community relationships, systematic e-service innovation, social media ecosystems, accessibility experience design, Industry 4.0, public e-employment services in different countries, and more.<br/><br/>Listed by <a href="https://unglue.it/work/519183/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/c7/6f/c76f259f55456e93854e910d09075d6e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/364086/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.618530.828167</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>828167</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Digital Service Platforms</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Kyeong Kang</PersonName><PersonNameInverted>Kang, Kyeong</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDV Digital TV and media centres: consumer / user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>E-service is an increasingly popular business practice and a critical part of supporting the global information society. The Digital Service Platforms book reduces the ambiguity about e-service by clarifying how to take advantage of it as well as how to overcome barriers and issues. It includes ten chapters in three subject areas: e-service and social media, e-service concepts, and e-service quality and development. Chapters cover such topics as organization-community relationships, systematic e-service innovation, social media ecosystems, accessibility experience design, Industry 4.0, public e-employment services in different countries, and more.<br/><br/>Listed by <a href="https://unglue.it/work/618530/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/8a/b0/8ab0a6f9e54d8255676c9b5136f3c116.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/427055/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.567161.758788</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>758788</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Discourse and Identity on Facebook</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mariza Georgalou</PersonName><PersonNameInverted>Georgalou, Mariza</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Discourse analysis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Linguistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Online Communication</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Online Language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Semantics, discourse analysis, etc</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Semiotics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::C Language and Linguistics::CF Linguistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::C Language and Linguistics::CF Linguistics::CFG Semantics, discourse analysis, stylistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Social network sites are dynamic online socio-cultural arenas which give users ample and unprecedented opportunities for self-presentation through the meshing of language with other semiotic modes. With a focus on Facebook, one of the most widely-used online social network sites, this open access book brings together ideas and concepts related to language online, multimodality, and identity through five topical issues. These include place, time, profession and education, stance-taking, and privacy. The book features a discourse-centred online ethnography that provides authentic verbal and multimodal Facebook posts in both Greek and English . These are complemented with insights from interviews with Facebook participants. The examples bring to life various engaging instances of self- and other-presentation on Facebook identifying the ways in which users can: - locate themselves in terms of place and time; - announce activities, share and broaden their expertise and buttress solidarity among colleagues and fellow students; - communicate emotions, tastes, thoughts, opinions and assessments; - control the flow of textual information on their Facebook profiles to secure their privacy. Focusing on discourse manifestations of identity, this book also shows how Facebook can function as a space for vernacular literacy practices, a silo of relationships, a digital memory bank, a research tool, a knowledge forum, a cardiograph of a society, and a grassroots channel. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com. Open access was funded by Knowledge Unlatched.<br/><br/>Listed by <a href="https://unglue.it/work/567161/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/9a/22/9a22964a94e11c54367a3bde6a7f820d.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Bloomsbury Academic</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2017</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408170/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522938.699867</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699867</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Distributed Ledgers</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Robert M. Townsend</PersonName><PersonNameInverted>Townsend, Robert M.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Algorand</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>algorithmic digital reserve bank</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Bitcoin</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>blockchain</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>cashless economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>central banks</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer architecture &amp; logic design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Credit &amp; credit institutions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Currency</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Decentralization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Distributed Ledger Technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>distributed ledgers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>DLT</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>e-money</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>encryption</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ethereum</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Finance</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Finance &amp; accounting</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Libra</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mechanism Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Online finance &amp; investing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Parallel processing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>payment system</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>proof of stake</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>proof of work</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ripple</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Smart Contracts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Stellar</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Tokens</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Townsend Thai project</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An economic analysis of what distributed ledgers can do, examining key components and discussing applications in both developed and emerging market economies. Distributed ledger technology (DLT) has the potential to transform economic organization and financial structures. In this book, Robert Townsend steps back from the hype and controversy surrounding DLT (and the related, but not synonymous, innovations of blockchain and Bitcoin) to offer an economic analysis of what distributed ledgers can do and a blueprint for the optimal design and regulation of financial systems. Townsend examines the key components of distributed ledgers, discussing, evaluating, and illustrating each in the context of historical and contemporary economies, reviewing featured applications in both developed economies and emerging-market countries, and indicating where future innovations can have large impact. Throughout, Townsend emphasizes the general equilibrium impact of DLT innovations, the welfare gains from these innovations, and related regulatory innovations. He analyzes four crucial components of distributed ledgers—ledgers as accounts, e-messages and e-value transfers, cryptography, and contracts—assessing each in terms of both economics and computer science, and forges some middle ground. Relatedly, Townsend highlights hybrid systems in which some of these components allow useful innovation while legacy or alternative pieces deal with the problem of scale. The specific applications he analyzes include an intelligent financial automated system that provides financial services to unbanked and under-banked populations, and cross-border payments systems, including financial systems that can integrate credit and insurance with clearing and settlement. Finally, Townsend considers cryptocurrencies, discussing the role and value of tokens in economies with distributed ledger systems.<br/><br/>Listed by <a href="https://unglue.it/work/522938/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/68/dc/68dc67346a96fd17bba15855824a42b9.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2020</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381398/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.159903.247092</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>247092</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472051915</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>DOOM: SCARYDARKFAST</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Dan Pinchbeck</PersonName><PersonNameInverted>Pinchbeck, Dan</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM013000</SubjectCode><SubjectHeadingText>Games / Video &amp; Electronic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hobbies, quizzes &amp; games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>T1-995</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>A close examination about what is considered the most important first-person video game ever made and its influence on how we play games today<br/><br/>Listed by <a href="https://unglue.it/work/159903/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2013</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/289948/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.159903.1221740</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1221740</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472051915</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>DOOM</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Dan Pinchbeck</PersonName><PersonNameInverted>Pinchbeck, Dan</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM013000</SubjectCode><SubjectHeadingText>Games / Video &amp; Electronic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hobbies, quizzes &amp; games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>T1-995</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>A close examination about what is considered the most important first-person video game ever made and its influence on how we play games today<br/><br/>Listed by <a href="https://unglue.it/work/159903/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=ZpdFDwAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20130618</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/531226/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.632361.847882</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>847882</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Ecogames</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Laura op de Beke</PersonName><PersonNameInverted>Beke, Laura op de</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Joost Raessens</PersonName><PersonNameInverted>Raessens, Joost</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Stefan Werning</PersonName><PersonNameInverted>Werning, Stefan</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Gerald Farca</PersonName><PersonNameInverted>Farca, Gerald</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Applied ecology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The environment</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Ecogames, games for change, future worlds, nonhuman epistemologies, metagaming practices<br/><br/>Listed by <a href="https://unglue.it/work/632361/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/d7/4e/d74e0d1ae770dc9b8dec0c900b79e268.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2024</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/432739/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.390291.532573</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>532573</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780262323765</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Evaluation and Credentialing in Digital Music Communities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>H. Cecilia Suhr</PersonName><PersonNameInverted>Suhr, H. Cecilia</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational equipment &amp; technology, computer-aided learning (CAL)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>MUS000000</SubjectCode><SubjectHeadingText>Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An examination of the use of digital badges as a reward for both casual online music evaluators and professional musicians.Professional and amateur musicians alike use social media as a platform for showcasing and promoting their music. Social media evaluation practices—rating, ranking, voting, “liking,” and “friending” by ordinary users, peers, and critics—have become essential promotional tools for musicians. In this report, H. Cecilia Suhr examines one recent development in online music evaluation: the use of digital badges to aid in assessment and evaluation. Digital badges have emerged in recent years as a potential credentialing method in informal learning environments. Suhr explores online music communities' use of digital badges as a reward for both casual music evaluators and musicians.Suhr examines the intersection of evaluation and gamification in Spotify's “Hit or Not” game, in which players assess a song's hit potential and receive digital badges as rewards, and considers the implications of turning music evaluation into a game. She then explores in detail the development of peer and professional critics on Indaba Music, a cloud-based collaboration platform where musicians earn badges through participating in contests. Suhr considers the emerging challenges and shortcomings of contest-based virtual communities and the value of badges, as perceived by Indaba musicians. She investigates to what extent digital badges can effectively represent and credit musicians' accomplishments and merits; describes the challenges, benefits, and shortcomings of digital badges as an evaluation mechanism; and compares the use of digital badges in assessing creativity to their use in learning and credentialing institutions.<br/><br/>Listed by <a href="https://unglue.it/work/390291/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/ef/47/ef477ea4d33e431aa76cd38be9d01574.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20141107</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/302416/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522813.699742</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699742</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Evaluation and Credentialing in Digital Music Communities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>H. Cecilia Suhr</PersonName><PersonNameInverted>Suhr, H. Cecilia</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational equipment &amp; technology, computer-aided learning (CAL)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational equipment and technology, computer-aided learning (CAL)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>MUS000000</SubjectCode><SubjectHeadingText>Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social media / social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AV Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An examination of the use of digital badges as a reward for both casual online music evaluators and professional musicians. Professional and amateur musicians alike use social media as a platform for showcasing and promoting their music. Social media evaluation practices—rating, ranking, voting, “liking,” and “friending” by ordinary users, peers, and critics—have become essential promotional tools for musicians. In this report, H. Cecilia Suhr examines one recent development in online music evaluation: the use of digital badges to aid in assessment and evaluation. Digital badges have emerged in recent years as a potential credentialing method in informal learning environments. Suhr explores online music communities' use of digital badges as a reward for both casual music evaluators and musicians. Suhr examines the intersection of evaluation and gamification in Spotify's “Hit or Not” game, in which players assess a song's hit potential and receive digital badges as rewards, and considers the implications of turning music evaluation into a game. She then explores in detail the development of peer and professional critics on Indaba Music, a cloud-based collaboration platform where musicians earn badges through participating in contests. Suhr considers the emerging challenges and shortcomings of contest-based virtual communities and the value of badges, as perceived by Indaba musicians. She investigates to what extent digital badges can effectively represent and credit musicians' accomplishments and merits; describes the challenges, benefits, and shortcomings of digital badges as an evaluation mechanism; and compares the use of digital badges in assessing creativity to their use in learning and credentialing institutions.<br/><br/>Listed by <a href="https://unglue.it/work/522813/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/07/93/07930583665024d73afe375b9dd7e843.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2014</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381381/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.531989.710988</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>710988</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Facebook, the Media and Democracy</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Leighton Andrews</PersonName><PersonNameInverted>Andrews, Leighton</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Advertising</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>algorithmic governance</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>anti-trust</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>big data</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>celebrity technocrats</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data protection</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Democracy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Facebook</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Google</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>hate-speech</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>information utility</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Political control &amp; freedoms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Politics &amp; government</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Régulation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Silicon Valley libertarianism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>state security</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>technological determinism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JP Politics and government::JPV Political control and freedoms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBW Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>venture capitalism</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Facebook, the Media and Democracy examines Facebook Inc. and the impact that it has had and continues to have on media and democracy around the world. Drawing on interviews with Facebook users of different kinds and dialogue with politicians, regulators, civil society and media commentators, as well as detailed documentary scrutiny of legislative and regulatory proposals and Facebook’s corporate statements, the book presents a comprehensive but clear overview of the current debate around Facebook and the global debate on the regulation of social media in the era of ‘surveillance capitalism.’ Chapters examine the business and growing institutional power of Facebook as it has unfolded over the fifteen years since its creation, the benefits and meanings that it has provided for its users, its disruptive challenge to the contemporary media environment, its shaping of conversations, and the emerging calls for its further regulation. The book considers Facebook’s alleged role in the rise of democratic movements around the world as well as its suggested role in the election of Donald Trump and the UK vote to leave the European Union. This book argues that Facebook, in some shape or form, is likely to be with us into the foreseeable future and that how we address the societal challenges that it provokes, and the economic system that underpins it, will define how human societies demonstrate their capacity to protect and enhance democracy and ensure that no corporation can set itself above democratic institutions. This is an important research volume for academics and researchers in the areas of media studies, communications, social media and political science.<br/><br/>Listed by <a href="https://unglue.it/work/531989/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/3b/ba/3bba9731a0e2d2fecccf1bc9565f10da.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Taylor &amp; Francis</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2020</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/374375/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.469599.633829</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>633829</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781787077904</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Feminism, Writing and the Media in Spain</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mazal Oaknín</PersonName><PersonNameInverted>Oaknín, Mazal</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Feminism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: fiction, novelists &amp; prose writers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSK Literary studies: fiction, novelists and prose writers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book explores the different treatment of writing by women and writing by men in twenty-first-century Spain. Focusing on contemporary Spanish authors Ana María Matute (1926–2014), Rosa Montero (1952–), and Lucía Etxebarria (1966–), the author examines how Spanish women writers are marketed in Spain and, in particular, how current marketing strategies reinforce traditional structures of femininity. Through an analysis of their work and lives in the context of the Franco Regime, the Transition to democracy and contemporary Spain, this book provides an innovative study of the construction of the public personae of these key female writers. As social media and the internet transform authors’ relationship with their readers, the rapidly shifting publishing industry offers an important context for the difficult balance between high levels of reception and visibility and the persistence of traditional gender stereotypes.<br/><br/>Listed by <a href="https://unglue.it/work/469599/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/90/06/90064dd2bf3cd668c52c8b18f66338bf.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Peter Lang International Academic Publishing Group</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/276295/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.571006.763688</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>763688</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Forget Photography</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Andrew Dewdney</PersonName><PersonNameInverted>Dewdney, Andrew</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>ARC000000</SubjectCode><SubjectHeadingText>Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>ART000000</SubjectCode><SubjectHeadingText>Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>art book</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>art books</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Art forms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>art history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Artists</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artwork</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Astrology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>beauty</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Capitalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>coffee table book</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>coffee table books</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Critical theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>DES000000</SubjectCode><SubjectHeadingText>Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital photography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital photography: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital video: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Economics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>engineer</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>engineer gifts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Engineering</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>engineering books</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Engineering graphics &amp; technical drawing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Essays</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Gift books</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Gifts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Greek</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History of engineering &amp; technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Linguistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LIT000000</SubjectCode><SubjectHeadingText>Literary Criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Maps</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>marxism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>modernism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>MUS000000</SubjectCode><SubjectHeadingText>Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>NAT000000</SubjectCode><SubjectHeadingText>Nature</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHI000000</SubjectCode><SubjectHeadingText>Philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>photo</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Photo &amp; image editing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>photo book</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Photographic equipment &amp; techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHO000000</SubjectCode><SubjectHeadingText>Photography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Photography &amp; photographs</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>photography books</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Physics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Political Philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Psychoanalysis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PSY000000</SubjectCode><SubjectHeadingText>Psychology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Space</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AF The Arts: art forms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AJ Photography and photographs::AJT Photographic equipment and techniques: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDP Digital photography: consumer / user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDQ Digital video: consumer / user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGP Photo and image editing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Writing</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Why we must forget photography and reject the frame of reality it prescribes and delineates.<br/><br/>Listed by <a href="https://unglue.it/work/571006/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/fa/a3/faa36827bfe23bc259a0dc01d13b2a5f.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Goldsmiths Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408965/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.487173.654506</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>654506</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Fuzzy Logic</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Elmer P. Dadios</PersonName><PersonNameInverted>Dadios, Elmer P.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Email: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The capability of Fuzzy Logic in the development of emerging technologies is introduced in this book. The book consists of sixteen chapters showing various applications in the field of Bioinformatics, Health, Security, Communications, Transportations, Financial Management, Energy and Environment Systems. This book is a major reference source for all those concerned with applied intelligent systems. The intended readers are researchers, engineers, medical practitioners, and graduate students interested in fuzzy logic systems.<br/><br/>Listed by <a href="https://unglue.it/work/487173/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/88/d6/88d652af76961f147adaa616ab03dc44.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2012</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/321652/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.632157.847678</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>847678</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Global Digital Data Governance</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Carolina Aguerre</PersonName><PersonNameInverted>Aguerre, Carolina</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Malcolm Campbell-Verduyn</PersonName><PersonNameInverted>Campbell-Verduyn, Malcolm</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Jan Aart Scholte</PersonName><PersonNameInverted>Scholte, Jan Aart</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence (AI)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>cybersecurity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Development Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Data Governance</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Global Cooperation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Politics &amp; government</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Polycentric Perspective</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Polycentrism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JP Politics and government</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBW Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book provides a nuanced exploration of contemporary digital data governance, highlighting the importance of cooperation across sectors and disciplines in order to adapt to a rapidly evolving technological landscape. Most of the theory around global digital data governance remains scattered and focused on specific actors, norms, processes, or disciplinary approaches. This book argues for a polycentric approach, allowing readers to consider the issue across multiple disciplines and scales. 


Polycentrism, this book argues, provides a set of lenses that tie together the variety of actors, issues, and processes intertwined in digital data governance at subnational, national, regional, and global levels. Firstly, this approach uncovers the complex array of power centers and connections in digital data governance. Secondly, polycentric perspectives bridge disciplinary divides, challenging assumptions and drawing together a growing range of insights about the complexities of digital data governance. Bringing together a wide range of case studies, this book draws out key insights and policy recommendations for how digital data governance occurs and how it might occur differently. 


Written by an international and interdisciplinary team, this book will be of interest to students and scholars in the field of development studies, political science, international relations, global studies, science and technology studies, sociology, and media and communication studies.<br/><br/>Listed by <a href="https://unglue.it/work/632157/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/f9/e8/f9e8fd40926208893c3c49a29ea32f12.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Taylor &amp; Francis</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2024</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/432610/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.586033.783404</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>783404</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Handbuch Audiovisuelle Translation</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Alexander Künzli</PersonName><PersonNameInverted>Künzli, Alexander</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Klaus Kaindl</PersonName><PersonNameInverted>Kaindl, Klaus</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Accessibility</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Audio description</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>audiovisual translation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>didactics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Dubbing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Dubbing studio</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film interpretation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film translation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hearing film</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Language version film</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Linguistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media, information &amp; communication industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>museum</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>MUS000000</SubjectCode><SubjectHeadingText>Music</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mutimodal translation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Portable &amp; handheld devices: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Quality assurance</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>remake</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Streaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Subtitling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Surtitles</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Teaching skills &amp; techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Television</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Theater</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Translation &amp; interpretation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video game translation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>voice-over</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This handbook provides compact, well-founded and comprehensible information on the entire spectrum of audiovisual translation, or AVT for short. In five thematic sections, 30 experts provide a comprehensive overview of theoretical and methodological approaches as well as the various forms of audiovisual translation: from subtitling and dubbing to video game translation, audio description and surtitling in theater and opera. In addition to the current state of research on AVT and the latest - technological - developments, desiderata from research and voices from the field will also be considered. Get to know central issues of AVT research and learn more about institutional aspects, especially about the German-speaking AVT landscape. Extensive bibliographies point the way for teachers and students to in-depth reading and scholarly study and provide a good starting point for professional action in the field of audiovisual translation.<br/><br/>Listed by <a href="https://unglue.it/work/586033/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Frank &amp; Timme</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2024</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/417266/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.417524.568542</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>568542</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780262353939</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Human Rights in the Age of Platforms</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Rikke Frank Jørgensen</PersonName><PersonNameInverted>Jørgensen, Rikke Frank</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode></SubjectCode><SubjectHeadingText>Computers / Web</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM060150</SubjectCode><SubjectHeadingText>Computers / Web / User Generated Content</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>KUnlatched</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media &amp; Communications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Portable &amp; handheld devices: consumer/user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Today such companies as Apple, Facebook, Google, Microsoft, and Twitter play an increasingly important role in how users form and express opinions, encounter information, debate, disagree, mobilize, and maintain their privacy. What are the human rights implications of an online domain managed by privately owned platforms? According to the Guiding Principles on Business and Human Rights, adopted by the UN Human Right Council in 2011, businesses have a responsibility to respect human rights and to carry out human rights due diligence. But this goal is dependent on the willingness of states to encode such norms into business regulations and of companies to comply. In this volume, contributors from across law and internet and media studies examine the state of human rights in today's platform society.<br/>This book is made open access as part of the Knowledge Unlatched KU Select 2018: HSS Frontlist Books<br/><br/>Listed by <a href="https://unglue.it/work/417524/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/b3/22/b322b138ea77effce582df228e770550.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20191001</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/301524/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.456276.617414</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>617414</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781785420610</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Immediation I</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Erin Manning</PersonName><PersonNameInverted>Manning, Erin</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Anna Munster</PersonName><PersonNameInverted>Munster, Anna</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Bodil Marie Stavning Thomsen</PersonName><PersonNameInverted>Thomsen, Bodil Marie Stavning</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>immediation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>mediation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>All “media-tion” stages and distributes real, embodied – that is, immediate, events. The concept of immediation entails that cultural, technical, aesthetic objects, subjects, and events can no longer be abstracted from the ways in which they contribute to and are changed by broader ecologies. Immediation I and II seek to engage the entwined questions of relation, event and ecology from outside already claimed territories, nomenclature and calls to action.<br/><br/>Listed by <a href="https://unglue.it/work/456276/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/32/4d/324dfd13d3045ff434832dbab1a73f3e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Open Humanities Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/283324/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.456275.617410</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>617410</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781785420252</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Immediation II</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Bodil Marie Stavning Thomsen</PersonName><PersonNameInverted>Thomsen, Bodil Marie Stavning</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Anna Munster</PersonName><PersonNameInverted>Munster, Anna</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Erin Manning</PersonName><PersonNameInverted>Manning, Erin</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>immediation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>mediation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>All “media-tion” stages and distributes real, embodied – that is, immediate, events. The concept of immediation entails that cultural, technical, aesthetic objects, subjects, and events can no longer be abstracted from the ways in which they contribute to and are changed by broader ecologies. Immediation I and II seek to engage the entwined questions of relation, event and ecology from outside already claimed territories, nomenclature and calls to action.<br/><br/>Listed by <a href="https://unglue.it/work/456275/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/ec/b6/ecb6747f86249632249dd5b49b7c43a1.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Open Humanities Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/283399/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.569174.761210</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>761210</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Information Disorder</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Francesco Biondo</PersonName><PersonNameInverted>Biondo, Francesco</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Gevisa La Rocca</PersonName><PersonNameInverted>Rocca, Gevisa La</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Viviana Viviana Trapani</PersonName><PersonNameInverted>Trapani, Viviana Viviana</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Benjamin</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Biondo</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>disorder</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fake</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Francesco</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Gevisa</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Jurisprudence &amp; general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Kloss</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Law as it applies to other professions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>news</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHI000000</SubjectCode><SubjectHeadingText>Philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PSY000000</SubjectCode><SubjectHeadingText>Psychology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Recognize</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Rocca</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social research &amp; statistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social, group or collective psychology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology: work &amp; labour</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBC Social research and statistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBL Sociology: work and labour</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JM Psychology::JMH Social, group or collective psychology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law::LA Jurisprudence and general issues::LAY Law as it applies to other professions and disciplines</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QD Philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Trapani</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Viviana</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The Smart Specialisation Strategy (RIS3), namely the national or regional innovation strategies for smart, sustainable and inclusive growth in the European Union, co-funded by the European Commission, with the general objective of concentrating European resources on emerging technology areas that can be developed in the region by focusing on building local knowledge rather than transferring external technological resources. The Sicily Region, with the ERDF Operational Programme 2014–2020, Action 1.1.5 for “Support for the technological advancement of companies through the financing of pilot lines and early product validation and large-scale demonstration actions”, has selected the Fake News project in the effort to support the technological development of tools to control information exchange on the Web to counter the phenomenon of disinformation.<br/><br/>Listed by <a href="https://unglue.it/work/569174/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/bc/5a/bc5afa33d626a7cc1c8042454d199c76.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Peter Lang International Academic Publishing Group</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408809/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.565005.755604</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>755604</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Information Extraction and Object Tracking in Digital Video</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Antonio José Ribeiro Neves</PersonName><PersonNameInverted>Neves, Antonio José Ribeiro</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Francisco Javier Gallegos-Funes</PersonName><PersonNameInverted>Gallegos-Funes, Francisco Javier</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The research on computer vision systems has been increasing every day and has led to the design of multiple types of these systems with innumerous applications in our daily life. The recent advances in artificial intelligence, together with the huge amount of digital visual data now available, have boosted vision system performance in several ways. Information extraction and visual object tracking are essential tasks in the field of computer vision with a huge number of real-world applications.This book is a result of research done by several researchers and professionals who have highly contributed to the field of image processing. It contains eight chapters divided into three sections. Section 1 consists of four chapters focusing on the problem of visual tracking. Section 2 includes three chapters focusing on information extraction from images. Finally, Section 3 includes one chapter that presents new advances in image sensors.<br/><br/>Listed by <a href="https://unglue.it/work/565005/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/0f/cb/0fcb8643c30c26c1460411558b757684.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/398201/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.519057.695204</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>695204</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Intermedia Games—Games Inter Media</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Michael Fuchs</PersonName><PersonNameInverted>Fuchs, Michael</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Jeff Thoss</PersonName><PersonNameInverted>Thoss, Jeff</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Adaptation Studies (Film &amp; Media)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film &amp; Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies (Film &amp; Media)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature, Media and Technology (Lit Studies)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Theory (Film &amp; Media)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Worlds</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.<br/><br/>Listed by <a href="https://unglue.it/work/519057/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/f0/e0/f0e03ac6bc9dd764ecb9afcbb727d994.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Bloomsbury Academic</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/362422/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.580403.776414</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>776414</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Internet of Things</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Manuel Domínguez-Morales</PersonName><PersonNameInverted>Domínguez-Morales, Manuel</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ángel Varela-Vaca</PersonName><PersonNameInverted>Varela-Vaca, Ángel</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Lourdes Miró-Amarante</PersonName><PersonNameInverted>Miró-Amarante, Lourdes</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>eHealth</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Email: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Healthcare</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>IoT</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Machine learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDF Email: consumer / user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The Internet of Things (IoT) has emerged as a popular area of research and has piqued the interest of academics and scholars worldwide. As such, many works have been done on IoT in a variety of application areas. Written by leading experts in the field, this book serves as a showcase of the breadth of IoT research conducted in recent years for people who, while not experts in the field, do have prior knowledge of the IoT. The book also serves curious, non-technical readers, enabling them to understand necessary concepts and terminologies associated with the IoT.<br/><br/>Listed by <a href="https://unglue.it/work/580403/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/fc/a3/fca3f141c3fb4086b3ecf35986b6ab75.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/414458/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.469769.634031</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>634031</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781783749027</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Introducing Vigilant Audiences</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Rashid Gabdulhakov</PersonName><PersonNameInverted>Gabdulhakov, Rashid</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Daniel Trottier</PersonName><PersonNameInverted>Trottier, Daniel</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Qian Huang</PersonName><PersonNameInverted>Huang, Qian</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>contemporary media landscape</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital audience</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital vigilantism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHI000000</SubjectCode><SubjectHeadingText>Philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>political life</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social &amp; political philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social life</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social platform</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTS Social and political philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This ground-breaking collection of essays examines the scope and consequences of digital vigilantism – a phenomenon emerging on a global scale, which sees digital audiences using social platforms to shape social and political life. Longstanding forms of moral scrutiny and justice seeking are disseminated through our contemporary media landscape, and researchers are increasingly recognising the significance of societal impacts effected by digital media.The authors engage with a range of cross-disciplinary perspectives in order to explore the actions of a vigilant digital audience – denunciation, shaming, doxing – and to consider the role of the press and other public figures in supporting or contesting these activities. In turn, the volume illuminates several tensions underlying these justice seeking activities – from their capacity to reproduce categorical forms of discrimination, to the diverse motivations of the wider audiences who participate in vigilant denunciations.This timely volume presents thoughtful case studies drawn both from high-profile Anglo-American contexts, and from developments in regions that have received less coverage in English-language scholarship. It is distinctive in its focus on the contested boundary between policing and entertainment, and on the various contexts in which the desire to seek retribution converges with the desire to consume entertainment.Introducing Vigilant Audiences will be of great value to researchers and students of sociology, politics, criminology, critical security studies, and media and communication. It will be of further interest to those who wish to understand recent cases of citizen-led justice seeking in their global context.<br/><br/>Listed by <a href="https://unglue.it/work/469769/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/34/ba/34bad432a6c912faff6ff62addf9f5d1.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Open Book Publishers</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2020</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/299396/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.473008.637747</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>637747</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783839453285</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Krankheit in Digitalen Spielen</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Arno Görgen</PersonName><PersonNameInverted>Görgen, Arno</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Stefan Heinrich Simond</PersonName><PersonNameInverted>Simond, Stefan Heinrich</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Krankheit in digitalen Spielen hat viele Facetten - egal ob psychisch oder somatisch. Ihre Darstellung fußt dabei auf Prozessen, die gesellschaftliches Wissen zu Krankheiten aufgreifen und gemäß der Eigenlogik digitaler Spiele verändern. Ästhetik, Narration und Spielmechanik partizipieren so an Kämpfen um Deutungshoheiten zwischen der Tradierung stigmatisierender Krankheitsvorstellungen einerseits und selbstreflexivem Empowerment andererseits. Die Beiträger*innen dieses ersten Sammelbandes zum Thema widmen sich theoretischen, analytischen und praktischen Fragestellungen rund um die Bedeutungsvielfalt von Krankheitskonstruktionen in digitalen Spielen aus interdisziplinärer Perspektive.<br/><br/>Listed by <a href="https://unglue.it/work/473008/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/2c/06/2c06c7cdff7e31c007d4a5bc294dcad9.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>transcript Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20200930</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/279192/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.541915.725536</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>725536</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Mangfold i spill</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Anne-Britt Gran</PersonName><PersonNameInverted>Gran, Anne-Britt</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Eivind Røssaak</PersonName><PersonNameInverted>Røssaak, Eivind</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>nor</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology: general issues</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Det norske forskningsprosjektet Digitization and Diversity – Potentials and Challenges for Diversity in the Culture and Media Sector (DnD) spør: Hvordan påvirker digitaliseringen ulike mangfoldsdimensjoner i kultur- og mediesektoren? Kapitlene i denne boken belyser digitalisering og mangfoldsproblematikk både kritisk, empirisk, teoretisk, historisk og politisk. De har det til felles at de presenterer perspektiver og resultater som viser at mangfold har blitt en mye mer heterogen og sammensatt utfordring etter digitaliseringen. Det har oppstått nye spenninger mellom homogenisering og mangfold. Vi har konsentrert oss om digitaliseringen i fire bransjer: bok og bibliotek, museum, film og kino samt pressen med vekt på lokalavisene. Grunnen til at akkurat disse bransjene ble valgt, er at Norge var spesielt tidlig ute med digitalisering her – de fremstår som eksemplariske case. Å opprettholde og å styrke et mangfold av stemmer, innhold og uttrykksformer samt å sørge for tilgjengelighet og et mangfoldig forbruk demografisk sett, er en av hovedgrunnene til at vi har offentlige støtteordninger for kultur- og mediesektoren. Spørsmålet om hvordan mangfoldet «oppfører seg» i en digitalisert kultur- og mediesektor, befinner seg derfor midt i denne politikkens kjernevirksomhet. Digitalisering forfølges av sin dobbeltgjenger – eldre praksiser, forretningsmodeller og forestillinger – på godt og vondt. Digitalisering er ikke en ren foreteelse, men en uren legering av praksiser. De som bidrar i denne boken er: Tor Bang, Peter Booth, Taina Bucher, Irina Eidsvold-Tøien, Terje Gaustad, Anne-Britt Gran, Linn-Birgit Kampen Kristensen, Anne Ogundipe, Ragnhild Kristine Olsen, Eivind Røssaak og Nina Lager Vestberg.<br/><br/>Listed by <a href="https://unglue.it/work/541915/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/17/37/173755f6259779e8be519dfc8a2403ab.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Scandinavian University Press (Universitetsforlaget)</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/449696/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.531865.710864</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>710864</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Mediale Entwürfe des Selbst</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Robert Dörre</PersonName><PersonNameInverted>Dörre, Robert</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Entertainment &amp; media law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gender</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Instagram</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Laws of Specific jurisdictions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>self-staging</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Snapchat</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law::LN Laws of specific jurisdictions and specific areas of law::LNJ Entertainment and media law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>TikTok</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Twitch</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>YouTube</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>In recent years, new forms of public self-documentation have become popular on social media platforms and especially through so-called influencers, forming their own media cultural microcosm. Even though YouTube has become emblematic of this cultural technique, media self-documentations are also formative for other services such as Instagram, TikTok, or Snapchat. Robert Dörre understands the emergence of these self-designs as an aesthetic practice and traces the media-historical shifts that public self-documentation has experienced on the Internet. In order to make these specific aesthetics, rituals, motifs, and economies accessible to media cultural studies, the work approaches the phenomenon from five perspectives: The reception as authentic self, the self as part of social media, the self as brand, the serial self, and the self as amateur and artist.<br/><br/>Listed by <a href="https://unglue.it/work/531865/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/39/ab/39abe2d47b368b7cff6a33dc21ada9e8.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Büchner-Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/374191/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.525832.703635</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>703635</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Methods and applications in social networks analysis</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Giuseppe Giordano</PersonName><PersonNameInverted>Giordano, Giuseppe</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Maria Luisa Restaino</PersonName><PersonNameInverted>Restaino, Maria Luisa</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Andrea Salvini</PersonName><PersonNameInverted>Salvini, Andrea</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The Social Network Analysis perspective has proven the ability to develop a significant breadth of theoretical and methodological issues witnessed by the contribution of an increasing number of scholars and the multiplication of empirical applications in a wide range of scientific fields. One of the disciplinary areas in which this development has occurred, among others, is certainly that of computational social science, by virtue of the developing field of online social networks and the leading role of information technologies in the production of scientific knowledge. The complex nature of social phenomena enforced the usefulness of the network perspective as a wealth of theoretical and methodological tools capable of penetrating within the dimensions of that complexity. The book hosts eleven contributions that within a sound theoretical ground, present different examples of speculative and applicative areas where the Social Network Analysis can contribute to explore, interpret and predict social interaction between actors. Some of the contributions were presented at the ARS’19 Conference held in Vietri sul Mare (Salerno, Italy) in October, 29-31 2019; it was the seventh of a biennial meetings series started in 2007 with the aim to promote relevant results and the most recent methodological developments in Social Network Analysis.<br/><br/>Listed by <a href="https://unglue.it/work/525832/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/7d/6f/7d6f78f14a93aad42c0fb5c2e196c2f0.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>FrancoAngeli</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/367766/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.495335.663254</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>663254</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386060</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Misinformation Policy in Sub-Saharan Africa</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Peter Cunliffe-Jones</PersonName><PersonNameInverted>Cunliffe-Jones, Peter</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Assane Diagne</PersonName><PersonNameInverted>Diagne, Assane</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Alan Finlay</PersonName><PersonNameInverted>Finlay, Alan</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sahite Gaye</PersonName><PersonNameInverted>Gaye, Sahite</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Wallace Gichunge</PersonName><PersonNameInverted>Gichunge, Wallace</PersonNameInverted></Contributor><Contributor><SequenceNumber>6</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Chido Onumah</PersonName><PersonNameInverted>Onumah, Chido</PersonNameInverted></Contributor><Contributor><SequenceNumber>7</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Cornia Pretorius</PersonName><PersonNameInverted>Pretorius, Cornia</PersonNameInverted></Contributor><Contributor><SequenceNumber>8</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Anya Schiffrin</PersonName><PersonNameInverted>Schiffrin, Anya</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Africa</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>African history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Entertainment &amp; media law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fact-checking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information regulation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Laws of Specific jurisdictions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>media literacy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Misinformation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>news</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Prose: non-fiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Regional &amp; national history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reportage &amp; collected journalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DN Biography and non-fiction prose::DNP Reportage, journalism or collected columns</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law::LN Laws of specific jurisdictions and specific areas of law::LNJ Entertainment and media law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHH African history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDV Digital TV and media centres: consumer / user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p><i>Misinformation Policy in Sub-Saharan Africa</i> is a single volume containing two research reports by eight authors examining policy towards misinformation in Sub-Saharan Africa. </p><p>The volume first examines the teaching of ‘media literacy’ in state-run schools in seven Sub-Saharan African countries as of mid-2020, as relates to misinformation. It explains the limited elements of media and information literacy (MIL) that are included in the curricula in the seven countries studied and the elements of media literacy related to misinformation taught in schools in one province of South Africa since January 2020. The authors propose six fields of knowledge and skills specific to misinformation that are required in order to reduce students’ susceptibility to false and misleading claims. Identifying obstacles to the introduction and effective teaching of misinformation literacy, the authors make five recommendations for the promotion of misinformation literacy in schools, to reduce the harm misinformation causes.</p><p>The second report in the volume examines changes made to laws and regulations related to ‘false information’ in eleven countries across Sub-Saharan Africa 2016-2020 from Ethiopia to South Africa. By examining the terms of such laws against what is known of misinformation types, drivers and effects, it assesses the likely effects of punitive policies and those of more positive approaches that provide accountability in political debate by promoting access to accurate information and corrective speech. In contrast to the effects described for most recent regulations relating to misinformation, the report identifies ways in which legal and regulatory frameworks can be used to promote a healthier information environment. </p><br/><br/>Listed by <a href="https://unglue.it/work/495335/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210601</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410884/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.495335.663256</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>663256</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386053</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Misinformation Policy in Sub-Saharan Africa</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Peter Cunliffe-Jones</PersonName><PersonNameInverted>Cunliffe-Jones, Peter</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Assane Diagne</PersonName><PersonNameInverted>Diagne, Assane</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Alan Finlay</PersonName><PersonNameInverted>Finlay, Alan</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sahite Gaye</PersonName><PersonNameInverted>Gaye, Sahite</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Wallace Gichunge</PersonName><PersonNameInverted>Gichunge, Wallace</PersonNameInverted></Contributor><Contributor><SequenceNumber>6</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Chido Onumah</PersonName><PersonNameInverted>Onumah, Chido</PersonNameInverted></Contributor><Contributor><SequenceNumber>7</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Cornia Pretorius</PersonName><PersonNameInverted>Pretorius, Cornia</PersonNameInverted></Contributor><Contributor><SequenceNumber>8</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Anya Schiffrin</PersonName><PersonNameInverted>Schiffrin, Anya</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Africa</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>African history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Entertainment &amp; media law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fact-checking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information regulation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Laws of Specific jurisdictions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>media literacy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Misinformation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>news</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Prose: non-fiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Regional &amp; national history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reportage &amp; collected journalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DN Biography and non-fiction prose::DNP Reportage, journalism or collected columns</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law::LN Laws of specific jurisdictions and specific areas of law::LNJ Entertainment and media law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHH African history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDV Digital TV and media centres: consumer / user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p><i>Misinformation Policy in Sub-Saharan Africa</i> is a single volume containing two research reports by eight authors examining policy towards misinformation in Sub-Saharan Africa. </p><p>The volume first examines the teaching of ‘media literacy’ in state-run schools in seven Sub-Saharan African countries as of mid-2020, as relates to misinformation. It explains the limited elements of media and information literacy (MIL) that are included in the curricula in the seven countries studied and the elements of media literacy related to misinformation taught in schools in one province of South Africa since January 2020. The authors propose six fields of knowledge and skills specific to misinformation that are required in order to reduce students’ susceptibility to false and misleading claims. Identifying obstacles to the introduction and effective teaching of misinformation literacy, the authors make five recommendations for the promotion of misinformation literacy in schools, to reduce the harm misinformation causes.</p><p>The second report in the volume examines changes made to laws and regulations related to ‘false information’ in eleven countries across Sub-Saharan Africa 2016-2020 from Ethiopia to South Africa. By examining the terms of such laws against what is known of misinformation types, drivers and effects, it assesses the likely effects of punitive policies and those of more positive approaches that provide accountability in political debate by promoting access to accurate information and corrective speech. In contrast to the effects described for most recent regulations relating to misinformation, the report identifies ways in which legal and regulatory frameworks can be used to promote a healthier information environment. </p><br/><br/>Listed by <a href="https://unglue.it/work/495335/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210601</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410885/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410883/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.495335.1299408</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1299408</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386053</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Misinformation Policy in Sub-Saharan Africa</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Peter Cunliffe-Jones</PersonName><PersonNameInverted>Cunliffe-Jones, Peter</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Assane Diagne</PersonName><PersonNameInverted>Diagne, Assane</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Alan Finlay</PersonName><PersonNameInverted>Finlay, Alan</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sahite Gaye</PersonName><PersonNameInverted>Gaye, Sahite</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Wallace Gichunge</PersonName><PersonNameInverted>Gichunge, Wallace</PersonNameInverted></Contributor><Contributor><SequenceNumber>6</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Chido Onumah</PersonName><PersonNameInverted>Onumah, Chido</PersonNameInverted></Contributor><Contributor><SequenceNumber>7</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Cornia Pretorius</PersonName><PersonNameInverted>Pretorius, Cornia</PersonNameInverted></Contributor><Contributor><SequenceNumber>8</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Anya Schiffrin</PersonName><PersonNameInverted>Schiffrin, Anya</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Africa</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>African history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Entertainment &amp; media law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Fact-checking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information regulation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Laws of Specific jurisdictions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>media literacy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Misinformation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>news</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Prose: non-fiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Regional &amp; national history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reportage &amp; collected journalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DN Biography and non-fiction prose::DNP Reportage, journalism or collected columns</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law::LN Laws of specific jurisdictions and specific areas of law::LNJ Entertainment and media law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History::NHH African history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDV Digital TV and media centres: consumer / user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p><i>Misinformation Policy in Sub-Saharan Africa</i> is a single volume containing two research reports by eight authors examining policy towards misinformation in Sub-Saharan Africa. </p><p>The volume first examines the teaching of ‘media literacy’ in state-run schools in seven Sub-Saharan African countries as of mid-2020, as relates to misinformation. It explains the limited elements of media and information literacy (MIL) that are included in the curricula in the seven countries studied and the elements of media literacy related to misinformation taught in schools in one province of South Africa since January 2020. The authors propose six fields of knowledge and skills specific to misinformation that are required in order to reduce students’ susceptibility to false and misleading claims. Identifying obstacles to the introduction and effective teaching of misinformation literacy, the authors make five recommendations for the promotion of misinformation literacy in schools, to reduce the harm misinformation causes.</p><p>The second report in the volume examines changes made to laws and regulations related to ‘false information’ in eleven countries across Sub-Saharan Africa 2016-2020 from Ethiopia to South Africa. By examining the terms of such laws against what is known of misinformation types, drivers and effects, it assesses the likely effects of punitive policies and those of more positive approaches that provide accountability in political debate by promoting access to accurate information and corrective speech. In contrast to the effects described for most recent regulations relating to misinformation, the report identifies ways in which legal and regulatory frameworks can be used to promote a healthier information environment. </p><br/><br/>Listed by <a href="https://unglue.it/work/495335/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=7UY5EAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210601</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/551745/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.457892.619628</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>619628</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9789048535217</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Mobile Mapping</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Clancy Wilmott</PersonName><PersonNameInverted>Wilmott, Clancy</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Constitutional &amp; administrative law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Globalization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Government powers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Laws of Specific jurisdictions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>mobile mapping</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social issues &amp; processes</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTQ Globalization</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law::LN Laws of specific jurisdictions and specific areas of law::LND Constitutional and administrative law: general::LNDH Government powers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book argues for a theory of mobile mapping, a situated and spatial approach towards researching how everyday digital mobile media practices are bound up in global systems of knowledge and power. Drawing from literature in media studies and geography - and the work of Michel Foucault and Doreen Massey - it examines how geographical and historical material, social, and cultural conditions are embedded in the way in which contemporary (digital) cartographies are read, deployed, and engaged. This is explored through seventeen walking interviews in Hong Kong and Sydney, as potent discourses like cartographic reason continue to transform and weave through the world in ways that haunt mobile mapping and bring old conflicts into new media. In doing so, Mobile Mapping offers an interdisciplinary rethinking about how multiple translations of spatial knowledges between rational digital epistemologies and tacit ways of understanding space and experience might be conceptualized and researched.<br/><br/>Listed by <a href="https://unglue.it/work/457892/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/08/d0/08d0680cc557ad452dcf2c271b55aa04.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20200205</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/297104/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.196771.293290</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>293290</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781909188549</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Mobile Research Methods: Opportunities and challenges of mobile research methodologies</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Daniele Toninelli</PersonName><PersonNameInverted>Toninelli, Daniele</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Robert Pinter</PersonName><PersonNameInverted>Pinter, Robert</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Pablo de Pedraza</PersonName><PersonNameInverted>Pedraza, Pablo de</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Applied statistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer-assisted telephone interviewing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM070000</SubjectCode><SubjectHeadingText>Computers / User Interfaces</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Demography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ethical &amp; social aspects of IT</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Impact of science &amp; technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrial applications of scientific research &amp; technological innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Internet</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Landline</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Legal aspects of IT</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>mobile devices</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mobile phones: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mobile web surveys</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Portable &amp; handheld devices: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research &amp; information: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research methods: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Scientific equipment, experiments &amp; techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>smartphone</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>SMS</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Survey methodology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: general::GPS Research methods: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDG Industrial applications of scientific research and technological innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDN Scientific equipment, experiments and techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBJ Digital and information technologies: social and ethical aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBL Digital and information technologies: Legal aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBW Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDH E-book readers, tablets and other portable devices: consumer / user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDT Mobile phones and smartphones: consumer / user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Unintended mobile response</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Web surveys</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Daily activity sees data constantly flowing through cameras, the internet, satellites, radio frequencies, sensors, private appliances, cars, smartphones, tablets and the like. Among all the tools currently used, mobile devices, especially mobile phones, smartphones and tablets, are the most widespread, with their use becoming prevalent in everyday life within both developed and developing countries. Shopping, reading newspapers, participating in forums, projecting and completing surveys, communicating with friends and making new ones, filing tax returns and getting involved in politics are all examples of how ingrained mobile technology is to modern lifestyle.</p>
<p>Mobile devices allow a wide range of heterogeneous activities and, as a result, have great potential in terms of the different types of data that can be collected. The use of mobile devices to collect, analyse and apply research data is explored here. This book focuses on the use of mobile devices in various research contexts, aiming to provide a detailed and updated knowledge on what is a comparatively new field of study. This is done considering different aspects: main methodological possibilities and issues; comparison and integration with more traditional survey modes or ways of participating in research; quality of collected data; use in commercial market research; representativeness of studies based only on the mobile-population; analysis of the current spread of mobile devices in several countries, and so on. Thus, the book provides interesting research findings from a wide range of countries and contexts.</p>
<p>This book was developed in the framework of WebDataNet’s Task Force 19. WebDataNet, was created in 2009 by a group of researchers focusing on the discussion on data collection methods. Supported by the European Union programme for the Coordination of Science and Technology, WebDataNet has become a unique, multidisciplinary network that has brought together leading web-based data collection experts from several institutions, disciplines, and relevant backgrounds from more than 35 different countries.</p>
<br/><br/>Listed by <a href="https://unglue.it/work/196771/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/cb/7e/cb7e54c2d4434c1a70f82b43ddcb3e8b.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20150925</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/384549/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.196771.293291</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>293291</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781909188556</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Mobile Research Methods</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Pablo de Pedraza</PersonName><PersonNameInverted>Pedraza, Pablo de</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Robert Pinter</PersonName><PersonNameInverted>Pinter, Robert</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Daniele Toninelli</PersonName><PersonNameInverted>Toninelli, Daniele</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Applied statistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer-assisted telephone interviewing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM070000</SubjectCode><SubjectHeadingText>Computers / User Interfaces</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Demography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ethical &amp; social aspects of IT</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Impact of science &amp; technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrial applications of scientific research &amp; technological innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Internet</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Landline</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Legal aspects of IT</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>mobile devices</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mobile phones: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mobile web surveys</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Portable &amp; handheld devices: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research &amp; information: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research methods: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Scientific equipment, experiments &amp; techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>smartphone</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>SMS</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Survey methodology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: general::GPS Research methods: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDG Industrial applications of scientific research and technological innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDN Scientific equipment, experiments and techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBJ Digital and information technologies: social and ethical aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBL Digital and information technologies: Legal aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBW Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDH E-book readers, tablets and other portable devices: consumer / user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDT Mobile phones and smartphones: consumer / user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Unintended mobile response</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Web surveys</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Daily activity sees data constantly flowing through cameras, the internet, satellites, radio frequencies, sensors, private appliances, cars, smartphones, tablets and the like. Among all the tools currently used, mobile devices, especially mobile phones, smartphones and tablets, are the most widespread, with their use becoming prevalent in everyday life within both developed and developing countries. Shopping, reading newspapers, participating in forums, projecting and completing surveys, communicating with friends and making new ones, filing tax returns and getting involved in politics are all examples of how ingrained mobile technology is to modern lifestyle.</p>
<p>Mobile devices allow a wide range of heterogeneous activities and, as a result, have great potential in terms of the different types of data that can be collected. The use of mobile devices to collect, analyse and apply research data is explored here. This book focuses on the use of mobile devices in various research contexts, aiming to provide a detailed and updated knowledge on what is a comparatively new field of study. This is done considering different aspects: main methodological possibilities and issues; comparison and integration with more traditional survey modes or ways of participating in research; quality of collected data; use in commercial market research; representativeness of studies based only on the mobile-population; analysis of the current spread of mobile devices in several countries, and so on. Thus, the book provides interesting research findings from a wide range of countries and contexts.</p>
<p>This book was developed in the framework of WebDataNet’s Task Force 19. WebDataNet, was created in 2009 by a group of researchers focusing on the discussion on data collection methods. Supported by the European Union programme for the Coordination of Science and Technology, WebDataNet has become a unique, multidisciplinary network that has brought together leading web-based data collection experts from several institutions, disciplines, and relevant backgrounds from more than 35 different countries.</p>
<br/><br/>Listed by <a href="https://unglue.it/work/196771/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/a3/44/a3449d20f229560cf711aa71b0d3a542.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20150925</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/384548/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.196771.920576</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>920576</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781909188563</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Mobile Research Methods</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Daniele Toninelli</PersonName><PersonNameInverted>Toninelli, Daniele</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Robert Pinter</PersonName><PersonNameInverted>Pinter, Robert</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Pablo de Pedraza</PersonName><PersonNameInverted>Pedraza, Pablo de</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Applied statistics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer-assisted telephone interviewing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM070000</SubjectCode><SubjectHeadingText>Computers / User Interfaces</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Demography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ethical &amp; social aspects of IT</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Impact of science &amp; technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrial applications of scientific research &amp; technological innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Internet</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Landline</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Legal aspects of IT</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>mobile devices</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mobile phones: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mobile web surveys</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Portable &amp; handheld devices: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research &amp; information: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research methods</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research methods: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Scientific equipment, experiments &amp; techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>smartphone</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>SMS</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Survey methodology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: general::GPS Research methods: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDG Industrial applications of scientific research and technological innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDN Scientific equipment, experiments and techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBJ Digital and information technologies: social and ethical aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBL Digital and information technologies: Legal aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBW Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDH E-book readers, tablets and other portable devices: consumer / user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDT Mobile phones and smartphones: consumer / user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Unintended mobile response</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Web surveys</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Daily activity sees data constantly flowing through cameras, the internet, satellites, radio frequencies, sensors, private appliances, cars, smartphones, tablets and the like. Among all the tools currently used, mobile devices, especially mobile phones, smartphones and tablets, are the most widespread, with their use becoming prevalent in everyday life within both developed and developing countries. Shopping, reading newspapers, participating in forums, projecting and completing surveys, communicating with friends and making new ones, filing tax returns and getting involved in politics are all examples of how ingrained mobile technology is to modern lifestyle.</p>
<p>Mobile devices allow a wide range of heterogeneous activities and, as a result, have great potential in terms of the different types of data that can be collected. The use of mobile devices to collect, analyse and apply research data is explored here. This book focuses on the use of mobile devices in various research contexts, aiming to provide a detailed and updated knowledge on what is a comparatively new field of study. This is done considering different aspects: main methodological possibilities and issues; comparison and integration with more traditional survey modes or ways of participating in research; quality of collected data; use in commercial market research; representativeness of studies based only on the mobile-population; analysis of the current spread of mobile devices in several countries, and so on. Thus, the book provides interesting research findings from a wide range of countries and contexts.</p>
<p>This book was developed in the framework of WebDataNet’s Task Force 19. WebDataNet, was created in 2009 by a group of researchers focusing on the discussion on data collection methods. Supported by the European Union programme for the Coordination of Science and Technology, WebDataNet has become a unique, multidisciplinary network that has brought together leading web-based data collection experts from several institutions, disciplines, and relevant backgrounds from more than 35 different countries.</p>
<br/><br/>Listed by <a href="https://unglue.it/work/196771/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=HcTgDwAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20150525</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/477482/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.88967.149724</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>149724</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780719063640</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>More than a game</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Barry Atkins</PersonName><PersonNameInverted>Atkins, Barry</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Arcade</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Half-Life (video game)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lara Croft</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Pong</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social aspects of Computer games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Tomb raider</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>video</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Whether you love them or loathe them, look back with wistful nostalgia to the days of Pong and Space Invaders, or regard the whole phenomenon with blank incomprehension, there is no doubt that computer and video games now occupy a significant place in contemporary popular culture. The economics alone are staggering, with unit sales counted in the millions. The frequency of assertions in the popular press about the dangerous influence of their violent subject matter and 'immersive' potential imply a startling level of influence. To disregard the computer game is to refuse to engage fully with contemporary popular culture. This is the first academic work dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. Taking its cue from practices of reading texts in literary and cultural studies, it considers the computer game as a new and emerging mode of contemporary storytelling in a fashion that is accessible and readable, recognising the excitement and pleasure that has made the computer game such a massive global phenomenon. In a carefully organised study Barry Atkins discusses in detail questions of narrative and realism in four of the most significant games of the last decade: Tomb Raider, Half-Life, Close Combat and SimCity. This is a work for both the student of contemporary culture and those game-players who are interested in how computer games tell their stories.<br/><br/>Listed by <a href="https://unglue.it/work/88967/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/53/eb/53eb38a218b7e8b7596dfca3deb63980.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Manchester Univ Pr</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2003</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/302106/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.567039.758666</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>758666</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Mortal Kombat</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>David Church</PersonName><PersonNameInverted>Church, David</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Upon its premiere in 1992, Midway’s Mortal Kombat spawned an enormously influential series of fighting games, notorious for their violent “fatality” moves performed by photorealistic characters. Targeted by lawmakers and moral reformers, the series directly inspired the creation of an industrywide rating system for video games and became a referendum on the wide popularity of 16-bit home consoles. Along the way, it became one of the world’s most iconic fighting games, and formed a transmedia franchise that continues to this day.

This book traces Mortal Kombat’s history as an American product inspired by both Japanese video games and Chinese martial-arts cinema, its successes and struggles in adapting to new market trends, and the ongoing influence of its secret-strewn narrative world. After outlining the specific elements of gameplay that differentiated Mortal Kombat from its competitors in the coin-op market, David Church examines the various martial-arts films that inspired its Orientalist imagery, helping explain its stereotypical uses of race and gender. He also posits the games as a cultural landmark from a moment when public policy attempted to intervene in both the remediation of cinematic aesthetics within interactive digital games and in the transition of public gaming spaces into the domestic sphere. Finally, the book explores how the franchise attempted to conquer other forms of media in the 1990s, lost ground to a new generation of 3D games in the 2000s, and has successfully rebooted itself in the 2010s to reclaim its legacy.<br/><br/>Listed by <a href="https://unglue.it/work/567039/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/f4/34/f43490fe874832c972bc00e29d8651d3.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408106/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.157678.247055</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>247055</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472900435</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Bonnie Nardi</PersonName><PersonNameInverted>Nardi, Bonnie</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games -- Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM057000</SubjectCode><SubjectHeadingText>Computers / Virtual Worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Korea (South) -- Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social &amp; cultural anthropology, ethnography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC022000</SubjectCode><SubjectHeadingText>Social Science / Popular Culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality -- Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Visual anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>World of Warcraft</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><div>An anthropologist's analysis of one of the world's most popular online world games</div><br/><br/>Listed by <a href="https://unglue.it/work/157678/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2010</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/279112/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.157684.247078</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>247078</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472900329</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Myst and Riven: The World of the D'ni</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mark J. P. Wolf</PersonName><PersonNameInverted>Wolf, Mark J. P.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer adventure games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM013000</SubjectCode><SubjectHeadingText>Games / Video &amp; Electronic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hobbies, quizzes &amp; games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Myst</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Riven</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><div>The inaugural title in the Landmark Video Games series</div><br/><br/>Listed by <a href="https://unglue.it/work/157684/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2011</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/279118/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.157684.730272</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>730272</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472051496</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Myst and Riven</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mark J. P. Wolf</PersonName><PersonNameInverted>Wolf, Mark J. P.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer adventure games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM013000</SubjectCode><SubjectHeadingText>Games / Video &amp; Electronic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hobbies, quizzes &amp; games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Myst</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Riven</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><div>The inaugural title in the Landmark Video Games series</div><br/><br/>Listed by <a href="https://unglue.it/work/157684/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=su4dEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20110526</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/388661/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.473058.637797</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>637797</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9783631827475</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Narrative der Ueberwachung</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Kilian Hauptmann</PersonName><PersonNameInverted>Hauptmann, Kilian</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Martin Hennig</PersonName><PersonNameInverted>Hennig, Martin</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Hans Krah</PersonName><PersonNameInverted>Krah, Hans</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Advertising &amp; society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digitale Überwachung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digitalisierung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Disziplinargesellschaft</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Entwicklungen</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Film, TV &amp; radio</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Films, cinema</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Formen</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hans</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hauptmann</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hennig</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Kilian</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Kontrollgesellschaft</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Krah</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literarische Dystopien</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: fiction, novelists &amp; prose writers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: from c 1900 -</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Martin</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>mediale</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Michael</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Narrative</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Rücker</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AT Performing arts::ATF Films, cinema</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general::DSBH Literary studies: c 1900 to c 2000</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSK Literary studies: fiction, novelists and prose writers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Typen</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Überwachung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Überwachungsästhetik</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Überwachungsdokumente</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Überwachungsnarrative</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Videoüberwachung</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>In Film und Literatur gibt es durch kanonisierte Überwachungserzählungen eine Vielzahl von Narrativen der Überwachung, die in das Alltagswissen übergegangen sind und die kulturellen Verhandlungen und Vorstellungen von Privatheit und Autonomie prägen. Doch auch in einer Vielzahl von anderen Medien und Diskursen lassen sich Narrative der Überwachung finden, wie etwa im Computerspiel, in der Werbung, in Dokumentationen oder der Aktionskunst, und nicht zuletzt in der Wissenschaft selbst. Der Band widmet sich Modellierungen von Überwachung und geht Entwicklungen von Erzählungen und Diskursen anhand von verschiedenen Beispielen nach. Die interdisziplinären Perspektiven nehmen dabei auch das Verhältnis der Überwachungsnarrative zu Sicherheits-, Privatheits- und Digitalisierungsthemen in den Blick.<br/><br/>Listed by <a href="https://unglue.it/work/473058/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/98/97/98975c64b77b6b8d87b1d13b00530947.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Peter Lang International Academic Publishing Group</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2020</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/279259/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.574674.768374</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>768374</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Offene-Welt-Strukturen</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Marc Bonner</PersonName><PersonNameInverted>Bonner, Marc</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>ARC000000</SubjectCode><SubjectHeadingText>Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer programming / software development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Games development &amp; programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History Of Art / Art &amp; Design Styles</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Landscape art &amp; architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open world</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>production studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AG The Arts: treatments and subjects::AGA History of art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AM Architecture::AMA Theory of architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AM Architecture::AMV Landscape architecture and design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Theory of architecture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>world-building</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>What role do algorithms play in the construction of images and the representation of the world and weather in computer games? How does the design of rooms, levels and topographies influence the decisions and behavior of the players? Is Brutalism the first genuine architectural style of computer games? What is the importance of landscape gardens and national parks in structuring game worlds? How is nature represented in times of climate change? Particularly in the last 20 years, digital game worlds are adapting features of the physical real world more meticulously than ever before. Through elaborate production processes and complex visualization strategies, the adaptation to the rest of our everyday world is always created in dependence on game mechanics and worldliness. As can be seen at the latest in the example of open-world games, the adoption of certain worldviews and visual traditions leads to ideological implications that go far beyond the narrative conventions transferred from other media formats that have been the focus of research so far. With his theory of architecture as a medial hinge, Marc Bonner reveals that digital game worlds exhibit media-specific properties that were previously out of reach and awaited exploration. By interweaving concepts from media studies, game studies, philosophy, architectural theory, human geography, landscape theory, and art history, among others, Bonner develops a transdisciplinary theoretical model and, using the analytical methods developed from it, makes it possible for the first time to understand and name the complex structure of today's computer games - from indie games to AAA open worlds. With »Offene-Welt-Strukturen« (»Open World Structures«) the architectonics of digital game worlds becomes comprehensively accessible.<br/><br/>Listed by <a href="https://unglue.it/work/574674/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/21/ee/21ee73eb5a781e0191997ab103c2ffe3.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Büchner-Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/409445/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.544103.745091</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>745091</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386336</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><ProductFormDetail>E101</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Paradoxes of Digital Disengagement</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Adi Kuntsman</PersonName><PersonNameInverted>Kuntsman, Adi</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Esperanza Miyake</PersonName><PersonNameInverted>Miyake, Esperanza</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Children's / Teenage: general non-fiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Children's, Teenage &amp; educational</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>COVID-19 Pandemic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data Rights and Data Justice</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Abolition</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital capitalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Disengagement</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational material</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational: Social sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media, information &amp; communication industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science &amp; technology: general interest (Children's / Teenage)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Y Children’s, Teenage and Educational::YN Children’s / Teenage: General interest::YNT Children’s / Teenage general interest: Science and technology</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Life is increasingly governed and mediated through digital and smart technologies, platforms, big data and algorithms. However, the reasons, practices and impact of how the digital is used by different institutions are often deeply linked to social oppression and injustice. Similarly, the ability to resist these digital impositions is based on inequality and privilege. Challenging the ways in which we are increasingly dependent on the digital, this book raises a set of provocative and urgent questions: in a world of compulsory digitality is there an opt out button? Where, when, how, why and to whom is it available? Answering these questions has become even more relevant since the COVID-19 pandemic. In response, the book puts forward the concept of ‘digital disengagement’ which is explored across six key areas of digitisation: health; citizenship; education; consumer culture; labour; and the environment.
Part I examines the difficulty of opting out of compulsory digitality in a world where most things are digital by default. From health apps, algorithmic decision-making to learning analytics, opting out comes with a set of troubling consequences. Part II turns to several examples of disconnection and disengagement. The chapters reveal how phenomena like digital detoxes, time-management apps and online ‘green’ spaces are co-opted by the very digital systems one is trying to resist.
The book critiques issues relating to digital surveillance, algorithmic discrimination and biased tech, corporatisation and monetisation of data, exploitative digital labour, digitalised self-discipline and destruction of the environment. As an interdisciplinary piece of work, the book will be useful to any scholar and activist in Digital, Internet and Social Media Studies; Digital Sociology and Social Policy; Digital Health; Media, Popular and Communication Studies; Consumer culture; and Environment Studies.<br/><br/>Listed by <a href="https://unglue.it/work/544103/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221004</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410891/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410890/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410889/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.544103.1794526</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>1794526</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914386329</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Paradoxes of Digital Disengagement</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Adi Kuntsman</PersonName><PersonNameInverted>Kuntsman, Adi</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Esperanza Miyake</PersonName><PersonNameInverted>Miyake, Esperanza</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Children's / Teenage: general non-fiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Children's, Teenage &amp; educational</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>COVID-19 Pandemic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data Rights and Data Justice</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Abolition</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital capitalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Disengagement</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational material</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational: Social sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media, information &amp; communication industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Platform Society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science &amp; technology: general interest (Children's / Teenage)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Y Children’s, Teenage and Educational::YN Children’s / Teenage: General interest::YNT Children’s / Teenage general interest: Science and technology</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Life is increasingly governed and mediated through digital and smart technologies, platforms, big data and algorithms. However, the reasons, practices and impact of how the digital is used by different institutions are often deeply linked to social oppression and injustice. Similarly, the ability to resist these digital impositions is based on inequality and privilege. Challenging the ways in which we are increasingly dependent on the digital, this book raises a set of provocative and urgent questions: in a world of compulsory digitality is there an opt out button? Where, when, how, why and to whom is it available? Answering these questions has become even more relevant since the COVID-19 pandemic. In response, the book puts forward the concept of ‘digital disengagement’ which is explored across six key areas of digitisation: health; citizenship; education; consumer culture; labour; and the environment.
Part I examines the difficulty of opting out of compulsory digitality in a world where most things are digital by default. From health apps, algorithmic decision-making to learning analytics, opting out comes with a set of troubling consequences. Part II turns to several examples of disconnection and disengagement. The chapters reveal how phenomena like digital detoxes, time-management apps and online ‘green’ spaces are co-opted by the very digital systems one is trying to resist.
The book critiques issues relating to digital surveillance, algorithmic discrimination and biased tech, corporatisation and monetisation of data, exploitative digital labour, digitalised self-discipline and destruction of the environment. As an interdisciplinary piece of work, the book will be useful to any scholar and activist in Digital, Internet and Social Media Studies; Digital Sociology and Social Policy; Digital Health; Media, Popular and Communication Studies; Consumer culture; and Environment Studies.<br/><br/>Listed by <a href="https://unglue.it/work/544103/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=HLOTEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221004</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/686005/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.294337.420553</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>420553</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780262266567</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Peer Participation and Software</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>David R. Booth</PersonName><PersonNameInverted>Booth, David R.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer software</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet searching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Netscape Mozilla</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Software Development</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An examination of Mozilla's unique approach to software development considers how this model of participation might be applied to political and civic engagement.Firefox, a free Web browser developed by the Mozilla Foundation, is used by an estimated 270 million people worldwide. To maintain and improve the Firefox browser, Mozilla depends not only on its team of professional programmers and managers but also on a network of volunteer technologists and enthusiasts—free/libre and open source software (FLOSS) developers—who contribute their expertise. This kind of peer production is unique, not only for its vast scale but also for its combination of structured, hierarchical management with open, collaborative volunteer participation. In this MacArthur Foundation Report, David Booth examines the Mozilla Foundation's success at organizing large-scale participation in the development of its software and considers whether Mozilla's approach can be transferred to government and civil society. Booth finds parallels between Mozilla's collaboration with Firefox users and the Obama administration's philosophy of participatory governance (which itself amplifies the much older Jeffersonian ideal of democratic participation). Mozilla's success at engendering part-time, volunteer participation that produces real marketplace innovation suggests strategies for organizing civic participation in communities and government. Mozilla's model could not only show us how to encourage the technical community to participate in civic life but also teach us something about how to create successful political democracy. <br/><br/>Listed by <a href="https://unglue.it/work/294337/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=pMwyPHUy8yMC&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20100409</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/285475/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522493.699422</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699422</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Peer Participation and Software</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>David R. Booth</PersonName><PersonNameInverted>Booth, David R.</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing and IT: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet searching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBD Internet searching</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An examination of Mozilla's unique approach to software development considers how this model of participation might be applied to political and civic engagement. Firefox, a free Web browser developed by the Mozilla Foundation, is used by an estimated 270 million people worldwide. To maintain and improve the Firefox browser, Mozilla depends not only on its team of professional programmers and managers but also on a network of volunteer technologists and enthusiasts—free/libre and open source software (FLOSS) developers—who contribute their expertise. This kind of peer production is unique, not only for its vast scale but also for its combination of structured, hierarchical management with open, collaborative volunteer participation. In this MacArthur Foundation Report, David Booth examines the Mozilla Foundation's success at organizing large-scale participation in the development of its software and considers whether Mozilla's approach can be transferred to government and civil society. Booth finds parallels between Mozilla's collaboration with Firefox users and the Obama administration's philosophy of participatory governance (which itself amplifies the much older Jeffersonian ideal of democratic participation). Mozilla's success at engendering part-time, volunteer participation that produces real marketplace innovation suggests strategies for organizing civic participation in communities and government. Mozilla's model could not only show us how to encourage the technical community to participate in civic life but also teach us something about how to create successful political democracy.<br/><br/>Listed by <a href="https://unglue.it/work/522493/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/0c/d3/0cd389edbe6196e10ed7c640d83e6559.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2010</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381326/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.390336.532655</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>532655</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781911396536</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Peer to Peer Accommodation Networks</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sara Dolnicar</PersonName><PersonNameInverted>Dolnicar, Sara</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>accommodation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>airbnb</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>business model</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>networks</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>peer-to-peer</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Service industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>sharing economy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Tourism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>tourism industry</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Peer-to-Peer Accommodation Networks: Pushing the boundaries is the first book to provide an in-depth analysis of the business model of Airbnb, to discuss factors facilitating the transition of peer-to-peer networks from niche market to mainstream accommodation providers, and to predict that the next step of development for peer-to-peer accommodation networks will be to become online one-stop travel shops. Many other hot topics around peer-to-peer accommodation are discussed.<br/><br/>Listed by <a href="https://unglue.it/work/390336/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/41/00/4100c0d3321726a5b50f805feed29243.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Goodfellow Publishers Ltd</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20171201</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/293687/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.542141.725762</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>725762</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Perspectives on Platform Regulation</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Judit Bayer</PersonName><PersonNameInverted>Bayer, Judit</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Bernd Holznagel</PersonName><PersonNameInverted>Holznagel, Bernd</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Päivi Korpisaari</PersonName><PersonNameInverted>Korpisaari, Päivi</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Lorna Woods</PersonName><PersonNameInverted>Woods, Lorna</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>COM000000</SubjectCode><SubjectHeadingText>Computers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Internet</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Online social media platforms set the agenda and structure for public and private communication in our age. Their influence and power is beyond any traditional media empire. Their legal regulation is a pressing challenge, but currently, they are mainly governed by economic pressures. There are now diverse legislative attempts to regulate platforms in various parts of the world. The European Union and most of its Member States have historically relied on soft law, but are now looking to introduce regulation. Leading researchers of the field analyse the hard questions and the responses given by various states. The book offers legislative solutions from various parts of the world, compares regulatory concepts and assesses the use of algorithms. With contributions by Izumi Aizu, Enni Ala-Mikkula, Alexandre Alaphilippe, Natalie Alkiviadou, Alejandro Aréchiga Morales, Siwal Ashwini, Judit Bayer, Jörg Becker, Konrad Bleyer-Simon, Elda Brogi, Shun-Ling Chen, Poren Chiang, Michael Geist, Gerard Goggin, Giovanni De Gregorio, Sarah Hartmann, Maximilian Hemmert-Halswick, Maria Carolina Herrera Rubio, Bernd Holznagel, Peng Hwa Ang, Richard Janda, Jan Christopher Kalbhenn, Juliya Kharitonova, Kristiina Koivukari, Päivi Korpisaari, Jacob Mchangama, Trisha Meyer, Kilian Müller, Larissa Sannikova, Mårten Schultz, Nicole Stremlau, Maria L. Vazquez, Kuo-Wei Wu and Lorna Woods.<br/><br/>Listed by <a href="https://unglue.it/work/542141/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/48/ac/48ac9783b38ad035243ceb445fcdffa6.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Nomos Verlagsgesellschaft mbH &amp; Co. KG</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/386237/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.159887.247058</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>247058</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472900398</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Play Redux: The Form of Computer Games</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>David Myers</PersonName><PersonNameInverted>Myers, David</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games -- Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM013000</SubjectCode><SubjectHeadingText>Games / Video &amp; Electronic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hobbies, quizzes &amp; games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Play -- Social aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><div>A new look at digital gaming and the aesthetics of play</div><br/><br/>Listed by <a href="https://unglue.it/work/159887/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2010</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/279114/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.554319.742789</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>742789</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Playing at a Distance</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Sonia Fizek</PersonName><PersonNameInverted>Fizek, Sonia</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Advertising &amp; society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>agency</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>AI</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ambience</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>auto-play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Automation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Control</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game ontology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>idling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interaction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>interactivity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>interpassivity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>intra-action</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Aesthetics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>non-human play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>play theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>player</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Posthumanism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>self-play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Spectacle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>spectatorship</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>videogame philosophy</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer's influence on practices of play—and prods us to think more broadly about what it means to play.<br/><br/>Listed by <a href="https://unglue.it/work/554319/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/43/29/432978a9adc6277dcf4d8b433e4a7b3e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/390916/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522487.699416</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699416</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Protecting Children Online?</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Tijana Milosevic</PersonName><PersonNameInverted>Milosevic, Tijana</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Advertising &amp; society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Bullies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Bullying</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Child</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Children's rights</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>corporate</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Corporations</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>e-safety</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Facebook</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Free Speech</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Instagram</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Internet</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>kids</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Non-governmental organizations</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>online harassment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>online platforms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>policymaking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>regulate</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science funding &amp; policy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Self-regulation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Snapchat</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Suicide</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>twitter</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Youth</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>A critical examination of efforts by social media companies—including Facebook, Twitter, Snapchat, and Instagram—to rein in cyberbullying by young users. High-profile cyberbullying cases often trigger exaggerated public concern about children's use of social media. Large companies like Facebook respond by pointing to their existing anti-bullying mechanisms or coordinate with nongovernmental organizations to organize anti-cyberbullying efforts. Do these attempts at self-regulation work? In this book, Tijana Milosevic examines the effectiveness of efforts by social media companies—including Facebook, Twitter, YouTube, Snapchat, and Instagram—to rein in cyberbullying by young users. Milosevic analyzes the anti-bullying policies of fourteen major social media companies, as recorded in companies' corporate documents, draws on interviews with company representatives and e-safety experts, and details the roles of nongovernmental organizations examining their ability to provide critical independent advice. She draws attention to lack of transparency in how companies handle bullying cases, emphasizing the need for a continuous independent evaluation of effectiveness of companies' mechanisms, especially from children's perspective. Milosevic argues that cyberbullying should be viewed in the context of children's rights and as part of the larger social problem of the culture of humiliation. Milosevic looks into five digital bullying cases related to suicides, examining the pressures on the social media companies involved, the nature of the public discussion, and subsequent government regulation that did not necessarily address the problem in a way that benefits children. She emphasizes the need not only for protection but also for participation and empowerment—for finding a way to protect the vulnerable while ensuring the child's right to participate in digital spaces.<br/><br/>Listed by <a href="https://unglue.it/work/522487/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/0e/c3/0ec3c0404cc0ece9c4c007b6e70307b0.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2017</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/428684/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.390306.532598</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>532598</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780262294171</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Quest to Learn</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Katie Salen Tekinbas</PersonName><PersonNameInverted>Tekinbas, Katie Salen</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Robert Torres</PersonName><PersonNameInverted>Torres, Robert</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Loretta Wolozin</PersonName><PersonNameInverted>Wolozin, Loretta</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Rebecca Rufo-Tepper</PersonName><PersonNameInverted>Rufo-Tepper, Rebecca</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Arana Shapiro</PersonName><PersonNameInverted>Shapiro, Arana</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Alternative education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>alternative schooling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Budget</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>creative schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>curriculum map</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>education innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational strategies &amp; policy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game-based learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game-based teaching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games and learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>hands on learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>high school</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Institutions &amp; learned societies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>learning games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>middle school</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>New York City schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>New York schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>NYC schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Primary Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>primary school</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Public schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Q2L</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Secondary Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>secondary school</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned—among other things—to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks.<br/><br/>Listed by <a href="https://unglue.it/work/390306/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/85/4c/854c65a48e487ea17074668c0a91b0ad.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20101029</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/290526/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522833.699762</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699762</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Quest to Learn</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Katie Salen Tekinbas</PersonName><PersonNameInverted>Tekinbas, Katie Salen</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Robert Torres</PersonName><PersonNameInverted>Torres, Robert</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Loretta Wolozin</PersonName><PersonNameInverted>Wolozin, Loretta</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Rebecca Rufo-Tepper</PersonName><PersonNameInverted>Rufo-Tepper, Rebecca</PersonNameInverted></Contributor><Contributor><SequenceNumber>5</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Arana Shapiro</PersonName><PersonNameInverted>Shapiro, Arana</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Alternative education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>alternative schooling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Budget</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>creative schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>curriculum map</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>education innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational strategies &amp; policy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game-based learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>game-based teaching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games and learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>hands on learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>high school</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>innovation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Institutions &amp; learned societies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>learning games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>middle school</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>New York City schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>New York schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>NYC schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Primary Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>primary school</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Public schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Q2L</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Secondary Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>secondary school</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned—among other things—to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks.<br/><br/>Listed by <a href="https://unglue.it/work/522833/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/8b/45/8b45f7514b946fc74d4c24f7e4e477e9.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2010</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381389/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522411.699340</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699340</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Reading the Comments</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Joseph Reagle</PersonName><PersonNameInverted>Reagle, Joseph</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Amazon reviews</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cyberbullying</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Impact of science &amp; technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>internet comments</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>internet identity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>internet studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>internet trolls</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>online comments</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Online Communication</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>online identity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>trolling</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>YouTube comments</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>What we can learn about human nature from the informative, manipulative, confusing, and amusing messages at the bottom of the web. Online comment can be informative or misleading, entertaining or maddening. Haters and manipulators often seem to monopolize the conversation. Some comments are off-topic, or even topic-less. In this book, Joseph Reagle urges us to read the comments. Conversations “on the bottom half of the Internet,” he argues, can tell us much about human nature and social behavior. Reagle visits communities of Amazon reviewers, fan fiction authors, online learners, scammers, freethinkers, and mean kids. He shows how comment can inform us (through reviews), improve us (through feedback), manipulate us (through fakery), alienate us (through hate), shape us (through social comparison), and perplex us. He finds pre-Internet historical antecedents of online comment in Michelin stars, professional criticism, and the wisdom of crowds. He discusses the techniques of online fakery (distinguishing makers, fakers, and takers), describes the emotional work of receiving and giving feedback, and examines the culture of trolls and haters, bullying, and misogyny. He considers the way comment—a nonstop stream of social quantification and ranking—affects our self-esteem and well-being. And he examines how comment is puzzling—short and asynchronous, these messages can be slap-dash, confusing, amusing, revealing, and weird, shedding context in their passage through the Internet, prompting readers to comment in turn, “WTF?!?”<br/><br/>Listed by <a href="https://unglue.it/work/522411/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/7d/4e/7d4ee43fe981cddcb8fbcdc1c7459c86.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2015</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381309/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.300202.428522</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>428522</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781787351714</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Regulating Content on Social Media</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Corinne Tan</PersonName><PersonNameInverted>Tan, Corinne</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Advertising, marketing &amp; sponsorship law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Australia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Copyright Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Entertainment &amp; media law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Facebook</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Internet</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Jurisprudence &amp; general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Law &amp; society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Law as it applies to other professions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Laws of Specific jurisdictions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Management &amp; management techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Management of specific areas</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media, information &amp; communication industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Pinterest</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sales &amp; marketing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sales &amp; marketing management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Terms of service</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::K Economics, Finance, Business and Management::KJ Business and Management::KJS Sales and marketing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law::LA Jurisprudence and general issues::LAQ Law and society, sociology of law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law::LA Jurisprudence and general issues::LAY Law as it applies to other professions and disciplines</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law::LN Laws of specific jurisdictions and specific areas of law::LNJ Entertainment and media law::LNJX Advertising, marketing and sponsorship law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>twitter</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>YouTube</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>How are users influenced by social media platforms when they generate content, and does this influence affect users’ compliance with copyright laws?These are pressing questions in today’s internet age, and Regulating Content on Social Media answers them by analysing how the behaviours of social media users are regulated from a copyright perspective. Corinne Tan, an internet governance specialist, compares copyright laws on selected social media platforms, namely Facebook, Pinterest, YouTube, Twitter and Wikipedia, with other regulatory factors such as the terms of service and the technological features of each platform. This comparison enables her to explore how each platform affects the role copyright laws play in securing compliance from their users. Through a case study detailing the content generative activities undertaken by a hypothetical user named Jane Doe, as well as drawing from empirical studies, the book argues that – in spite of copyright’s purported regulation of certain behaviours – users are 'nudged' by the social media platforms themselves to behave in ways that may be inconsistent with copyright laws.<br/><br/>Listed by <a href="https://unglue.it/work/300202/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=i6pSDwAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>UCL Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20180326</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/300207/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.456277.617415</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>617415</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781785420832</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Remixing Persona</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mark Amerika</PersonName><PersonNameInverted>Amerika, Mark</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Laura Kim</PersonName><PersonNameInverted>Kim, Laura</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Media object</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>e-reader</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>music video art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>visual manifesto</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Remixing Persona: An Imaginary Digital Media Object from the Onto-Tales of the Digital Afterlife is comprised of two components: a visual manifesto that doubles as a theoretical e-reader and a work of music video art. In building this project, the artists collaboratively investigate persona-making, performance-thinking, and applied remixology.<br/><br/>Listed by <a href="https://unglue.it/work/456277/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/85/4d/854dc58b1b8a3e7bdff1d74e3aeebb6b.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Open Humanities Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/303591/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.578169.773114</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>773114</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Repairing Play</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Aaron Trammell</PersonName><PersonNameInverted>Trammell, Aaron</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Advertising &amp; society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>A provocative study that reconsiders our notion of play—and how its deceptively wholesome image has harmed and erased people of color.Contemporary theorists present play as something wholly constructive and positive. But this broken definition is drawn from a White European philosophical tradition that ignores the fact that play can, and often does, hurt. In fact, this narrow understanding of play has been complicit in the systemic erasure of Black, Indigenous, and People of Color (BIPOC) from the domain of leisure. In this book, Aaron Trammell proposes a corrective: a radical reconsideration of play that expands its definition to include BIPOC suffering, subjugation, and taboo topics such as torture. As he challenges and decolonizes White European thought, Trammell maps possible ways to reconcile existing theories with the fact that play is often hurtful and toxic.Trammell upends current notions by exploring play's function as a tool in the subjugation of BIPOC. As he shows, the phenomenology of play is a power relationship. Even in innocent play, human beings subtly discipline each other to remain within unspoken rules. Going further, Trammell departs from mainstream theory to insist that torture can be play. Approaching it as such reveals play's role in subjugating people in general and renders visible the long-ignored experiences of BIPOC. Such an inclusive definition of play becomes a form of intellectual reparation, correcting the notion that play must give pleasure while also recasting play in a form that focuses on the deep, painful, and sometimes traumatic depths of living.<br/><br/>Listed by <a href="https://unglue.it/work/578169/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/13/6c/136cc3fe2a05e477469b339cae76e4f1.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/412479/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522631.699560</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699560</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Resonant Games</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Eric Klopfer</PersonName><PersonNameInverted>Klopfer, Eric</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jason Haas</PersonName><PersonNameInverted>Haas, Jason</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Scot Osterweil</PersonName><PersonNameInverted>Osterweil, Scot</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Louisa Rosenheck</PersonName><PersonNameInverted>Rosenheck, Louisa</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>constructivist</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>design philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational visits &amp; field trips</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Extra-curricular activities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Pedagogy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>videogame design</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.<br/><br/>Listed by <a href="https://unglue.it/work/522631/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/e8/c9/e8c90a182942dd7430d56e45a55c75a9.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2018</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381353/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.452212.612975</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>612975</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9789048543953</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Screen Genealogies</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Craig Buckley</PersonName><PersonNameInverted>Buckley, Craig</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Rudiger Campe</PersonName><PersonNameInverted>Campe, Rudiger</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Francesco Casetti</PersonName><PersonNameInverted>Casetti, Francesco</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Against the grain of the growing literature on screens, *Screen Genealogies* argues that the present excess of screens cannot be understood as an expansion and multiplication of the movie screen nor of the video display. Rather, screens continually exceed the optical histories in which they are most commonly inscribed. As contemporary screens become increasingly decomposed into a distributed field of technologically interconnected surfaces and interfaces, we more readily recognize the deeper spatial and environmental interventions that have long been a property of screens. For most of its history, a screen was a filter, a divide, a shelter, or a camouflage. A genealogy stressing transformation and descent rather than origins and roots emphasizes a deeper set of intersecting and competing definitions of the screen, enabling new thinking about what the screen might yet become.<br/><br/>Listed by <a href="https://unglue.it/work/452212/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/7c/a2/7ca2f97ea9e4e82fbbd7899fd84b9784.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20191115</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/302902/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.564317.754911</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>754911</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Shapes of Imagination</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>George Stiny</PersonName><PersonNameInverted>Stiny, George</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>fractal geometry</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Geometry</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphic design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrial / commercial art &amp; design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>John von Neumann</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>MAT000000</SubjectCode><SubjectHeadingText>Mathematics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Oscar Wilde</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Samuel Taylor Coleridge</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>shape grammars</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>the embed-fuse cycle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AK Design, Industrial and commercial arts, illustration::AKC Graphic design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PB Mathematics::PBM Geometry::PBMX Fractal geometry</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDV Digital TV and media centres: consumer / user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>visual calculating</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Visual calculating in shape grammars aligns with art and design, bridging the gap between seeing (Coleridge's “imagination”) and combinatoric play (Coleridge's “fancy”). In Shapes of Imagination, George Stiny runs visual calculating in shape grammars through art and design—incorporating Samuel Taylor Coleridge's poetic imagination and Oscar Wilde's challenging corollary to see things as they aren't. Many assume that calculating limits art and design to suit computers, but shape grammars rely on seeing to prove otherwise. Rules that change what they see extend calculating to overtake what computers can do, in logic and with data and learning. Shape grammars bridge the categorical divide between seeing (Coleridge's “imagination, or esemplastic power”) and combinatoric play (Coleridge's “fancy”). Stiny shows that calculating without seeing excludes art and design. Seeing is key for calculating to augment creative activity with aesthetic insight and value. Shape grammars go by appearances, in a full-fledged aesthetic enterprise for the inconstant eye; they answer the question of what calculating would be like if Turing and von Neumann were artists instead of logicians. Art and design are calculating in all their splendid detail.<br/><br/>Listed by <a href="https://unglue.it/work/564317/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/71/55/71557da6f9dbe7234ab59bb848c0a0a7.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/398546/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.139355.217928</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>217928</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9789089643858</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Sharing : Culture and the Economy in the Internet Age</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Philippe Aigrain</PersonName><PersonNameInverted>Aigrain, Philippe</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText> anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Copyright</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>File sharing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>France</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Internet</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Nonfiction</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>popular science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social conditions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::P Mathematics and Science::PD Science: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Wetenschap algemeen</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Zipf's law</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>In the past fifteen years, file sharing of digital cultural works between individuals has been at the center of a number of debates on the future of culture itself. To some, sharing constitutes piracy, to be fought against and eradicated. Others see it as unavoidable, and table proposals to compensate for its harmful effects. Meanwhile, little progress has been made towards addressing the real challenges facing culture in a digital world. Sharing starts from a radically different viewpoint, namely that the non-market sharing of digital works is both legitimate and useful. It supports this premise with empirical research, demonstrating that non-market sharing leads to more diversity in the attention given to various works. Taking stock of what we have learned about the cultural economy in recent years, Sharing sets out the conditions necessary for valuable cultural functions to remain sustainable in this context. Our software and datasets can be downloaded from the book site at http://www.sharing-thebook.net. On the same site, the reader can also run our models with adjusted parameters and upload datasets in order to run our algorithms for the study of diversity of attention.<p>Voor sommigen staat delen gelijk aan piraterij: iets wat moet worden bestreden. Anderen zien het als deel van het moderne leven en proberen de schadelijke effecten zoveel mogelijk te compenseren. Ondertussen wordt er weinig vooruitgang geboekt in het aanpakken van de echte problemen waar- mee de cultuur te maken krijgt wanneer steeds meer mensen kunnen bijdragen aan het produceren van cultureel waardevolle werken. Sharing stelt dat het niet-commercieel delen van digitale werken zowel legitiem als nuttig is, omdat het leidt tot meer diversiteit in de digitale culturele wereld. Sharing bespreekt nieuwe financieringsregelingen die geschikt zijn voor een digitale culturele sfeer waar werken vrijelijk gedeeld kunnen worden door individuen. Voor meer informatie over het boek, bezoek: <a href="http://www.sharing-thebook.net/">Sharing-The Book</a><br/><br/>Listed by <a href="https://unglue.it/work/139355/">Unglue.it</a>.</p></div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/98/2a/982a89d3bb2223b02407ba9c88578156.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2012</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/285118/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.157685.247084</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>247084</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472900336</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Silent Hill: The Terror Engine</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Bernard Perron</PersonName><PersonNameInverted>Perron, Bernard</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM013000</SubjectCode><SubjectHeadingText>Games / Video &amp; Electronic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>history of the genre</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Horror</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Silent Hill</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The second entry in the Landmark Video Games series<br/><br/>Listed by <a href="https://unglue.it/work/157685/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2011</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/279115/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.631637.847158</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>847158</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>StarCraft</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Simon Dor</PersonName><PersonNameInverted>Dor, Simon</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. 

Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command &amp; Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports.<br/><br/>Listed by <a href="https://unglue.it/work/631637/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/9b/83/9b8362c845c921b465227fc12d3ceee4.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2024</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/432291/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.390296.532581</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>532581</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780262315227</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Stealth Assessment</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Valerie Shute</PersonName><PersonNameInverted>Shute, Valerie</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Matthew Ventura</PersonName><PersonNameInverted>Ventura, Matthew</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>alternative assessment techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital games and learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>educational assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>embedded assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Examinations &amp; assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games in education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games in schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>learning games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Organization &amp; management of education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>performance-based assessments</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>student evaluation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>student testing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Testing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>testing methods</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals.To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning.Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.<br/><br/>Listed by <a href="https://unglue.it/work/390296/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/42/da/42daf64bc00d73574612cb8984697512.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20130308</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/300663/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522586.699515</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699515</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Stealth Assessment</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Valerie Shute</PersonName><PersonNameInverted>Shute, Valerie</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Matthew Ventura</PersonName><PersonNameInverted>Ventura, Matthew</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>alternative assessment techniques</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digital games and learning</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>educational assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Educational games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>embedded assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Examinations &amp; assessment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games in education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>games in schools</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>learning games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Organization &amp; management of education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>performance-based assessments</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>student evaluation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>student testing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Testing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>testing methods</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.<br/><br/>Listed by <a href="https://unglue.it/work/522586/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/a6/03/a6038f23c70ed43c45a2f24c626b7dc2.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2013</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381347/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.487855.655188</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>655188</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Technology</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Aleksandar Lazinica</PersonName><PersonNameInverted>Lazinica, Aleksandar</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Carlos Calafate</PersonName><PersonNameInverted>Calafate, Carlos</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Email: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The widespread deployment and use of Information Technologies (IT) has paved the way for change in many fields of our societies. The Internet, mobile computing, social networks and many other advances in human communications have become essential to promote and boost education, technology and industry. On the education side, the new challenges related with the integration of IT technologies into all aspects of learning require revising the traditional educational paradigms that have prevailed for the last centuries. Additionally, the globalization of education and student mobility requirements are favoring a fluid interchange of tools, methodologies and evaluation strategies, which promote innovation at an accelerated pace. Curricular revisions are also taking place to achieved a more specialized education that is able to responds to the society�s requirements in terms of professional training. In this process, guaranteeing quality has also become a critical issue. On the industrial and technological side, the focus on ecological developments is essential to achieve a sustainable degree of prosperity, and all efforts to promote greener societies are welcome. In this book we gather knowledge and experiences of different authors on all these topics, hoping to offer the reader a wider view of the revolution taking place within and without our educational centers. In summary, we believe that this book makes an important contribution to the fields of education and technology in these times of great change, offering a mean for experts in the different areas to share valuable experiences and points of view that we hope are enriching to the reader. Enjoy the book!<br/><br/>Listed by <a href="https://unglue.it/work/487855/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/ad/39/ad39476bce49ff0b3fd0550ff31a029f.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2009</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/322346/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.575065.772028</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>772028</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481307</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Text- und Data-Mining in den digitalen Geisteswissenschaften</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Felicitas Lea Kleinkopf</PersonName><PersonNameInverted>Kleinkopf, Felicitas Lea</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Copyright</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>European Union</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Germany</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Library &amp; information sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research Data Management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Text- and data mining</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Unreliable Narrator</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The legal opinion was developed in the context of the ""XSample"" project funded by the Ministry of Science, Research and the Arts of the State of Baden-Württemberg. The aim of the project was to examine the copyright possibilities in research with text and data mining. The content of this expert opinion is the legal assessment of the copyright relevance of real use cases from the field of digital humanities as well as the analysis of the permission of the individual work steps.
A central subject of this research process is the safeguarding of the requirements of good research practice, which is accompanied by the question of whether the corpora created for text and data mining may be passed on for research purposes, at least in part. In this way, a certain legal certainty is to be achieved for researchers who are confronted with questions about the scope of the new text and data mining permissions in the Copyright Act - §§ 44b, 60d - in order to make research on copyrighted works reproducible in the future to an extent sufficient for research.<br/><br/>Listed by <a href="https://unglue.it/work/575065/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/38/1a/381a03321ca1f0fa1329bcc172adc99c.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20230629</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410791/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.575065.772030</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>772030</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481291</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Text- und Data-Mining in den digitalen Geisteswissenschaften</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Felicitas Lea Kleinkopf</PersonName><PersonNameInverted>Kleinkopf, Felicitas Lea</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Copyright</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>European Union</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Germany</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Library &amp; information sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research Data Management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Text- and data mining</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Unreliable Narrator</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The legal opinion was developed in the context of the ""XSample"" project funded by the Ministry of Science, Research and the Arts of the State of Baden-Württemberg. The aim of the project was to examine the copyright possibilities in research with text and data mining. The content of this expert opinion is the legal assessment of the copyright relevance of real use cases from the field of digital humanities as well as the analysis of the permission of the individual work steps.
A central subject of this research process is the safeguarding of the requirements of good research practice, which is accompanied by the question of whether the corpora created for text and data mining may be passed on for research purposes, at least in part. In this way, a certain legal certainty is to be achieved for researchers who are confronted with questions about the scope of the new text and data mining permissions in the Copyright Act - §§ 44b, 60d - in order to make research on copyrighted works reproducible in the future to an extent sufficient for research.<br/><br/>Listed by <a href="https://unglue.it/work/575065/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/38/1a/381a03321ca1f0fa1329bcc172adc99c.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20230629</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410792/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.575065.950594</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>950594</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481307</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Text- und Data-Mining in den digitalen Geisteswissenschaften</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Felicitas Lea Kleinkopf</PersonName><PersonNameInverted>Kleinkopf, Felicitas Lea</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Copyright</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>European Union</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Germany</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Library &amp; information sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature: history &amp; criticism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research Data Management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Text- and data mining</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies::DS Literature: history and criticism::DSB Literary studies: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::L Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Unreliable Narrator</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The legal opinion was developed in the context of the ""XSample"" project funded by the Ministry of Science, Research and the Arts of the State of Baden-Württemberg. The aim of the project was to examine the copyright possibilities in research with text and data mining. The content of this expert opinion is the legal assessment of the copyright relevance of real use cases from the field of digital humanities as well as the analysis of the permission of the individual work steps.
A central subject of this research process is the safeguarding of the requirements of good research practice, which is accompanied by the question of whether the corpora created for text and data mining may be passed on for research purposes, at least in part. In this way, a certain legal certainty is to be achieved for researchers who are confronted with questions about the scope of the new text and data mining permissions in the Copyright Act - §§ 44b, 60d - in order to make research on copyrighted works reproducible in the future to an extent sufficient for research.<br/><br/>Listed by <a href="https://unglue.it/work/575065/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=RenIEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20230629</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/482621/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.293596.419599</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>419599</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780262304412</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Digital Rights Movement</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Postigo, Hector</PersonName><PersonNameInverted>Hector, Postigo,</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Copyright</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Copyright Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Impact of science &amp; technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Intellectual property</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Intellectual property law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Laws of Specific jurisdictions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The evolution of activism against the expansion of copyright in the digital domain, with case studies of resistance including eBook and iTunes hacks.The movement against restrictive digital copyright protection arose largely in response to the excesses of the Digital Millennium Copyright Act (DMCA) of 1998. In The Digital Rights Movement, Hector Postigo shows that what began as an assertion of consumer rights to digital content has become something broader: a movement concerned not just with consumers and gadgets but with cultural ownership. Increasingly stringent laws and technological measures are more than incoveniences; they lock up access to our “cultural commons.”Postigo describes the legislative history of the DMCA and how policy “blind spots” produced a law at odds with existing and emerging consumer practices. Yet the DMCA established a political and legal rationale brought to bear on digital media, the Internet, and other new technologies. Drawing on social movement theory and science and technology studies, Postigo presents case studies of resistance to increased control over digital media, describing a host of tactics that range from hacking to lobbying.Postigo discusses the movement's new, user-centered conception of “fair use” that seeks to legitimize noncommercial personal and creative uses such as copying legitimately purchased content and remixing music and video tracks. He introduces the concept of technological resistance—when hackers and users design and deploy technologies that allows access to digital content despite technological protection mechanisms—as the flip side to the technological enforcement represented by digital copy protection and a crucial tactic for the movement.<br/><br/>Listed by <a href="https://unglue.it/work/293596/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=DgQNlK2MCnIC&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20121005</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/285108/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522451.699380</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699380</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Digital Rights Movement</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Hector Postigo</PersonName><PersonNameInverted>Postigo, Hector</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Copyright Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital TV &amp; media centres: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical and digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Impact of science &amp; technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Impact of science and technology on society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Intellectual property law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>LAW000000</SubjectCode><SubjectHeadingText>Law</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Laws of Specific jurisdictions</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Mathematics &amp; science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Science: general issues</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The evolution of activism against the expansion of copyright in the digital domain, with case studies of resistance including eBook and iTunes hacks. The movement against restrictive digital copyright protection arose largely in response to the excesses of the Digital Millennium Copyright Act (DMCA) of 1998. In The Digital Rights Movement, Hector Postigo shows that what began as an assertion of consumer rights to digital content has become something broader: a movement concerned not just with consumers and gadgets but with cultural ownership. Increasingly stringent laws and technological measures are more than incoveniences; they lock up access to our “cultural commons.” Postigo describes the legislative history of the DMCA and how policy “blind spots” produced a law at odds with existing and emerging consumer practices. Yet the DMCA established a political and legal rationale brought to bear on digital media, the Internet, and other new technologies. Drawing on social movement theory and science and technology studies, Postigo presents case studies of resistance to increased control over digital media, describing a host of tactics that range from hacking to lobbying. Postigo discusses the movement's new, user-centered conception of “fair use” that seeks to legitimize noncommercial personal and creative uses such as copying legitimately purchased content and remixing music and video tracks. He introduces the concept of technological resistance—when hackers and users design and deploy technologies that allows access to digital content despite technological protection mechanisms—as the flip side to the technological enforcement represented by digital copy protection and a crucial tactic for the movement.<br/><br/>Listed by <a href="https://unglue.it/work/522451/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/07/f4/07f40dbbbfb73721a8df48496649da5c.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2012</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/388651/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.184425.291791</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>291791</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781783742455</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Environment in the Age of the Internet: Activists, Communication, and the Digital Landscape</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Heike Graf</PersonName><PersonNameInverted>Graf, Heike</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>activism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Blogs</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ecological activism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ecology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Environment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Internet</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>NAT000000</SubjectCode><SubjectHeadingText>Nature</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>NATURE / Ecology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The environment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p><!--StartFragment--></p>
<p>How do we talk about the environment? Does this communication reveal and construct meaning? Is the environment expressed and foregrounded in the new landscape of digital media?<br/>
<em>The Environment in the Age of the Internet</em> is an interdisciplinary collection that draws together research and answers from media and communication studies, social sciences, modern history, and folklore studies. Edited by Heike Graf, its focus is on the communicative approaches taken by different groups to ecological issues, shedding light on how these groups tell their distinctive stories of "the environment". This book draws on case studies from around the world and focuses on activists of radically different kinds: protestors against pulp mills in South America, resistance to mining in the Sámi region of Sweden, the struggles of indigenous peoples from the Arctic to the Amazon, gardening bloggers in northern Europe, and neo-Nazi environmentalists in Germany. Each case is examined in relation to its multifaceted media coverage, mainstream and digital, professional and amateur.<br/>
Stories are told within a context; examining the "what" and "how" of these environmental stories demonstrates how contexts determine communication, and how communication raises and shapes awareness. These issues have never been more urgent, this work never more timely. <em>The Environment in the Age of the Internet</em> is essential reading for everyone interested in how humans relate to their environment in the digital age.</p>
<br/><br/>Listed by <a href="https://unglue.it/work/184425/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/7d/92/7d92773700bdae7d8b3598766b643126.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Open Book Publishers</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2016</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/301183/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.483357.650156</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>650156</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781912656967</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Fight Against Platform Capitalism</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jamie Woodcock</PersonName><PersonNameInverted>Woodcock, Jamie</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Industrial relations</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrial relations, health &amp; safety</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>online workers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>platform capitalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Politics &amp; government</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Resistance</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology: work &amp; labour</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>solidarity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBL Sociology: work and labour</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JP Politics and government</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>transport workers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>workerism</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>So far, platform work has been an important laboratory for capital. Management techniques, like the use of algorithms, are being tested with a view to exporting across the global economy and it is argued that automation is undermining workers’ agency. Although the contractual trick of self-employment has allowed platforms to grow quickly and keep their costs down, yet it has also been the case also that workers have also found they can strike without following the existing regulations.</p><p>This book develops a critique of platforms and platform capitalism from the perspective of workers and contributes to the ongoing debates about the future of work and worker organising. It presents an alternative portrait returning to a focus on workers’ experience, focusing on solidarity, drawing out a global picture of new forms of agency. In particular, the book focuses on three dynamics that are driving struggles in the platform economy: the increasing connections between workers who are no longer isolated; the lack of communication and negotiation from platforms, leading to escalating worker action around shared issues; and the internationalisation of platforms, which has laid the basis for new transnational solidarity.</p><p>Focusing on transport and courier workers, online workers and freelancers author Jamie Woodcock concludes by considering how workers build power in different situations. Rather than undermining worker agency, platforms have instead provided the technical basis for the emergence of new global struggles against capitalism.</p><br/><br/>Listed by <a href="https://unglue.it/work/483357/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/2b/ec/2bec4d56ef06994471d6ac86381cce9a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210302</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/524370/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.483357.650159</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>650159</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781912656950</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Fight Against Platform Capitalism</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jamie Woodcock</PersonName><PersonNameInverted>Woodcock, Jamie</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Communication Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Industrial relations</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrial relations, health &amp; safety</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Interdisciplinary Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>online workers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>platform capitalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Politics &amp; government</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Resistance</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sociology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology &amp; anthropology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology: work &amp; labour</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>solidarity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTC Communication studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHB Sociology::JHBL Sociology: work and labour</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JP Politics and government</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>transport workers</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>workerism</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>So far, platform work has been an important laboratory for capital. Management techniques, like the use of algorithms, are being tested with a view to exporting across the global economy and it is argued that automation is undermining workers’ agency. Although the contractual trick of self-employment has allowed platforms to grow quickly and keep their costs down, yet it has also been the case also that workers have also found they can strike without following the existing regulations.</p><p>This book develops a critique of platforms and platform capitalism from the perspective of workers and contributes to the ongoing debates about the future of work and worker organising. It presents an alternative portrait returning to a focus on workers’ experience, focusing on solidarity, drawing out a global picture of new forms of agency. In particular, the book focuses on three dynamics that are driving struggles in the platform economy: the increasing connections between workers who are no longer isolated; the lack of communication and negotiation from platforms, leading to escalating worker action around shared issues; and the internationalisation of platforms, which has laid the basis for new transnational solidarity.</p><p>Focusing on transport and courier workers, online workers and freelancers author Jamie Woodcock concludes by considering how workers build power in different situations. Rather than undermining worker agency, platforms have instead provided the technical basis for the emergence of new global struggles against capitalism.</p><br/><br/>Listed by <a href="https://unglue.it/work/483357/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Westminster Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210302</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410924/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/410922/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.569071.761107</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>761107</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Pop Theology of Videogames</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Lars de Wildt</PersonName><PersonNameInverted>Wildt, Lars de</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Religious groups: social &amp; cultural aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social groups</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBS Social groups, communities and identities::JBSR Social groups: religious groups and communities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Young people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to modern audiences. Based on extensive fieldwork, this book argues that developers of videogames and their players engage in a ‘Pop Theology’ through which laymen reconsider traditional questions of religion by playing with them. Games allow us to play with religious questions and identities in the same way that children play at being a soldier, or choose to ‘play house.’ This requires a radical rethinking of religious questions as no longer just questions of belief or disbelief; but as truths to be tried on, compared, and discarded at will.<br/><br/>Listed by <a href="https://unglue.it/work/569071/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/51/3b/513b1b93c515b5cf63e7b738fb9411b1.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408740/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.567739.759366</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>759366</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Propagation of Misinformation in Social Media</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Richard Rogers</PersonName><PersonNameInverted>Rogers, Richard</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media, information &amp; communication industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Press &amp; journalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>There is growing awareness about how social media circulate extreme viewpoints and turn up the temperature of public debate. Posts that exhibit agitation garner disproportionate engagement. Within this clamour, fringe sources and viewpoints are mainstreaming, and mainstream media are marginalized. This book takes up the mainstreaming of the fringe and the marginalization of the mainstream. In a cross-platform analysis of Google Web Search, Facebook, YouTube, Reddit, Twitter, Instagram, 4chan and TikTok, we found that hyperpartisan web operators, alternative influencers and ambivalent commentators are in ascendency. The book can be read as a form of platform criticism. It puts on display the current state of information online, noting how social media platforms have taken on the mantle of accidental authorities, privileging their own on-platform performers and at the same time adjudicating between claims of what is considered acceptable discourse.<br/><br/>Listed by <a href="https://unglue.it/work/567739/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/73/0a/730a09c5480b3944be55f32e3347dd98.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408436/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.518835.694982</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>694982</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Trouble With Big Data</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jennifer Edmond</PersonName><PersonNameInverted>Edmond, Jennifer</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Nicola Horsley</PersonName><PersonNameInverted>Horsley, Nicola</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jörg Lehmann</PersonName><PersonNameInverted>Lehmann, Jörg</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mike Priddy</PersonName><PersonNameInverted>Priddy, Mike</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data analysis: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data capture &amp; analysis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Databases</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Research &amp; information: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: general::GPH Data science and analysis: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UN Databases::UNC Data capture and analysis</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book explores the challenges society faces with big data, through the lens of culture rather than social, political or economic trends, as demonstrated in the words we use, the values that underpin our interactions, the biases and assumptions that drive us.<br/><br/>Listed by <a href="https://unglue.it/work/518835/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/cf/74/cf74b6f3499935dfa25cb577090739d2.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Bloomsbury Academic</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20220127</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/364333/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.520313.696494</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>696494</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Trouble With Big Data</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jennifer Edmond</PersonName><PersonNameInverted>Edmond, Jennifer</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Nicola Horsley</PersonName><PersonNameInverted>Horsley, Nicola</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jörg Lehmann</PersonName><PersonNameInverted>Lehmann, Jörg</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Mike Priddy</PersonName><PersonNameInverted>Priddy, Mike</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Contemporary Literature (Lit Studies)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data capture &amp; analysis</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Databases</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital Art and Media (Film &amp; Media)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History of Science, Technology and Medicine (History)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>IT and Technology Law (Law)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature, Media and Technology (Lit Studies)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>monograph</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>New Media and Technology (Film &amp; Media)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Philosophy of Science (Philosophy)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology of Culture, Arts and the Media (Sociology ASC2)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Sociology of Science and Technology (Sociology)</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UN Databases::UNC Data capture and analysis</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. It is funded by Trinity College Dublin, DARIAH-EU and the European Commission. This book explores the challenges society faces with big data, through the lens of culture rather than social, political or economic trends, as demonstrated in the words we use, the values that underpin our interactions, and the biases and assumptions that drive us. Focusing on areas such as data and language, data and sensemaking, data and power, data and invisibility, and big data aggregation, it demonstrates that humanities research, focussing on cultural rather than social, political or economic frames of reference for viewing technology, resists mass datafication for a reason, and that those very reasons can be instructive for the critical observation of big data research and innovation.<br/><br/>Listed by <a href="https://unglue.it/work/520313/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/d3/0f/d30f5dc778780a8476bb3962a711af6e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Bloomsbury Academic</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/524491/</WebsiteLink></Website><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/363882/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.577773.772718</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>772718</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The Videogame Industry Does Not Exist</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Brendan Keogh</PersonName><PersonNameInverted>Keogh, Brendan</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Advertising &amp; society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Australia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Bourdieu</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Civil service &amp; public sector</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>creative industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>creative labour</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>creativity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural industries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Field theory</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Indie</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>platformisation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNV Civil service and public sector</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Videogames</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The precarious reality of videogame production beyond the corporate blockbuster studios of North America.The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in North America, Europe, and East Asia. But, in reality, most videogames today are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a more accurate and nuanced picture of how the vast majority of videogame-makers work.Drawing on insights from over 400 game developers, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game-making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production and reveals the diverse and precarious communities, identities, and approaches that make it a significant cultural practice.<br/><br/>Listed by <a href="https://unglue.it/work/577773/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/f6/23/f623339b5a3b9c518c639c4902805ff2.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/412456/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.542420.726041</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>726041</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>The World We Want to Live in</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Frank Schmiedchen</PersonName><PersonNameInverted>Schmiedchen, Frank</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Klaus Peter Kratzer</PersonName><PersonNameInverted>Kratzer, Klaus Peter</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Jasmin S. A. Link</PersonName><PersonNameInverted>Link, Jasmin S. A.</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Heinz Stapf-Finé</PersonName><PersonNameInverted>Stapf-Finé, Heinz</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Business ethics &amp; social responsibility</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>computer hardware</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital networks</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>digitalisation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Economics, finance, business &amp; management</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry &amp; industrial studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industry 4.0</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology, engineering, agriculture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Transhumanism</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Digitalisation, digital networks, and artificial intelligence are fundamentally changing our lives! We must understand the various developments and assess how they interact and how they affect our regular, analogue lives. What are the consequences of such changes for me personally and for our society? Digital networks and artificial intelligence are seminal innovations that are going to permeate all areas of society and trigger a comprehensive, disruptive structural change that will evoke numerous new advances in research and development in the coming years. Even though there are numerous books on this subject matter, most of them cover only specific aspects of the profound and multifaceted effects of the digital transformation. An overarching assessment is missing. In 2016, the Federation of German Scientists (VDW) has founded a study group to assess the technological impacts of digitalisation holistically. Now we present this compendium to you. We address the interrelations and feedbacks of digital innovation on policy, law, economics, science, and society from various scientific perspectives. Please consider this book as an invitation to contemplate with other people and with us, what kind of world we want to live in!<br/><br/>Listed by <a href="https://unglue.it/work/542420/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/27/e5/27e515a3ca5bfc064db2a5e328a9407e.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Logos Verlag Berlin</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/386628/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.157671.247032</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>247032</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9780472900527</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>This Gaming Life: Travels in Three Cities</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jim Rossignol</PersonName><PersonNameInverted>Rossignol, Jim</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM013000</SubjectCode><SubjectHeadingText>Games / Video &amp; Electronic</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC000000</SubjectCode><SubjectHeadingText>Social Science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>SOC052000</SubjectCode><SubjectHeadingText>Social Science / Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>TRV000000</SubjectCode><SubjectHeadingText>Travel</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Travel &amp; holiday</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games--Psychological aspects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games--Social aspects</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><div>A look at what it's like to play video games, their cultures in three different international cities, and their significance in everyday life</div><br/><br/>Listed by <a href="https://unglue.it/work/157671/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2008</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/279116/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.535840.717023</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>717023</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Treacherous Play</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Marcus Carter</PersonName><PersonNameInverted>Carter, Marcus</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Advertising &amp; society</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Betrayal</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Consequential Play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Dark Play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>DayZ</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Deception</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Espionage</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ethics &amp; moral philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>EVE Online</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Ethics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>GAM000000</SubjectCode><SubjectHeadingText>Games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>MMOG</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Permadeath</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Permanent Death</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHI000000</SubjectCode><SubjectHeadingText>Philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Play</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Play Ethics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Play Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reality Television</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Scamming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>survivor</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Survivor CBS</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Treachery</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Trust</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Zombies</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online's notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor's tribal council votes, a player's acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter's account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn't claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.<br/><br/>Listed by <a href="https://unglue.it/work/535840/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381438/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.639456.856137</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>856137</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Ultima and Worldbuilding in the Computer Role-Playing Game</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Carly Kocurek</PersonName><PersonNameInverted>Kocurek, Carly</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Matthew Thomas Payne</PersonName><PersonNameInverted>Payne, Matthew Thomas</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hobbies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hobbies, quizzes &amp; games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Hobbies, quizzes and games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Lifestyle, sport &amp; leisure</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Role-playing, war games &amp; fantasy sports</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Role-playing, war games and fantasy sports</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and games</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Ultima and World-Building in the Computer Role-Playing Game is the ﬁrst scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition.

This book ﬁrst considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements oﬀered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles ampliﬁed its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will ﬁnd Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.<br/><br/>Listed by <a href="https://unglue.it/work/639456/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/a4/ba/a4ba48c89693f56a237ccd6a8eacb855.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amherst College Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2024</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/448061/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.556138.745080</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>745080</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781911529583</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Unlocking Environmental Narratives</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ross S. Purves</PersonName><PersonNameInverted>Purves, Ross S.</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ross Purves</PersonName><PersonNameInverted>Purves, Ross</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Olga Koblet</PersonName><PersonNameInverted>Koblet, Olga</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Benjamin Adams</PersonName><PersonNameInverted>Adams, Benjamin</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computational analysis of text</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Environmental archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>environmental change</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Environmentalist, conservationist &amp; Green organizations</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Geography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Narrative</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Natural language &amp; machine translation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Natural Language Processing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The environment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology::NKP Environmental archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence::UYQL Natural language and machine translation</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Understanding the role of humans in environmental change is one of the most pressing challenges of the 21st century. Environmental narratives – written texts with a focus on the environment – offer rich material capturing relationships between people and surroundings. We take advantage of two key opportunities for their computational analysis: massive growth in the availability of digitised contemporary and historical sources, and parallel advances in the computational analysis of natural language. We open by introducing interdisciplinary research questions related to the environment and amenable to analysis through written sources. The reader is then introduced to potential collections of narratives including newspapers, travel diaries, policy documents, scientific proposals and even fiction. We demonstrate the application of a range of approaches to analysing natural language computationally, introducing key ideas through worked examples, and providing access to the sources analysed and accompanying code. The second part of the book is centred around case studies, each applying computational analysis to some aspect of environmental narrative. Themes include the use of language to describe narratives about glaciers, urban gentrification, diversity and writing about nature and ways in which locations are conceptualised and described in nature writing. We close by reviewing the approaches taken, and presenting an interdisciplinary research agenda for future work. The book is designed to be of interest to newcomers to the field and experienced researchers, and set out in a way that it can be used as an accompanying text for graduate level courses in, for example, geography, environmental history or the digital humanities.</p><br/><br/>Listed by <a href="https://unglue.it/work/556138/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/c5/66/c566a4ad243b638c0d9d19871353dcfd.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221214</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/396760/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.556138.745082</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>745082</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781911529576</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Unlocking Environmental Narratives</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ross S. Purves</PersonName><PersonNameInverted>Purves, Ross S.</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Ross Purves</PersonName><PersonNameInverted>Purves, Ross</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Olga Koblet</PersonName><PersonNameInverted>Koblet, Olga</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Benjamin Adams</PersonName><PersonNameInverted>Adams, Benjamin</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computational analysis of text</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Environmental archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>environmental change</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Environmentalist, conservationist &amp; Green organizations</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Geography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Narrative</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Natural language &amp; machine translation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Natural Language Processing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The environment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology::NKP Environmental archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence::UYQL Natural language and machine translation</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Understanding the role of humans in environmental change is one of the most pressing challenges of the 21st century. Environmental narratives – written texts with a focus on the environment – offer rich material capturing relationships between people and surroundings. We take advantage of two key opportunities for their computational analysis: massive growth in the availability of digitised contemporary and historical sources, and parallel advances in the computational analysis of natural language. We open by introducing interdisciplinary research questions related to the environment and amenable to analysis through written sources. The reader is then introduced to potential collections of narratives including newspapers, travel diaries, policy documents, scientific proposals and even fiction. We demonstrate the application of a range of approaches to analysing natural language computationally, introducing key ideas through worked examples, and providing access to the sources analysed and accompanying code. The second part of the book is centred around case studies, each applying computational analysis to some aspect of environmental narrative. Themes include the use of language to describe narratives about glaciers, urban gentrification, diversity and writing about nature and ways in which locations are conceptualised and described in nature writing. We close by reviewing the approaches taken, and presenting an interdisciplinary research agenda for future work. The book is designed to be of interest to newcomers to the field and experienced researchers, and set out in a way that it can be used as an accompanying text for graduate level courses in, for example, geography, environmental history or the digital humanities.</p><br/><br/>Listed by <a href="https://unglue.it/work/556138/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/c5/66/c566a4ad243b638c0d9d19871353dcfd.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221214</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/396761/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.556138.948449</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>948449</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781911529569</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Unlocking Environmental Narratives</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Ross S. Purves</PersonName><PersonNameInverted>Purves, Ross S.</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Olga Koblet</PersonName><PersonNameInverted>Koblet, Olga</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Benjamin Adams</PersonName><PersonNameInverted>Adams, Benjamin</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>artificial intelligence</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computational analysis of text</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Environmental archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>environmental change</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Environmentalist, conservationist &amp; Green organizations</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Geography</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Literature &amp; literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Narrative</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Natural language &amp; machine translation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Natural Language Processing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The environment</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::D Biography, Literature and Literary studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology::NKP Environmental archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYQ Artificial intelligence::UYQL Natural language and machine translation</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Understanding the role of humans in environmental change is one of the most pressing challenges of the 21st century. Environmental narratives – written texts with a focus on the environment – offer rich material capturing relationships between people and surroundings. We take advantage of two key opportunities for their computational analysis: massive growth in the availability of digitised contemporary and historical sources, and parallel advances in the computational analysis of natural language. We open by introducing interdisciplinary research questions related to the environment and amenable to analysis through written sources. The reader is then introduced to potential collections of narratives including newspapers, travel diaries, policy documents, scientific proposals and even fiction. We demonstrate the application of a range of approaches to analysing natural language computationally, introducing key ideas through worked examples, and providing access to the sources analysed and accompanying code. The second part of the book is centred around case studies, each applying computational analysis to some aspect of environmental narrative. Themes include the use of language to describe narratives about glaciers, urban gentrification, diversity and writing about nature and ways in which locations are conceptualised and described in nature writing. We close by reviewing the approaches taken, and presenting an interdisciplinary research agenda for future work. The book is designed to be of interest to newcomers to the field and experienced researchers, and set out in a way that it can be used as an accompanying text for graduate level courses in, for example, geography, environmental history or the digital humanities.</p><br/><br/>Listed by <a href="https://unglue.it/work/556138/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=tXaiEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20221214</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/482294/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522334.699263</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699263</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Vidding</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Francesca Coppa</PersonName><PersonNameInverted>Coppa, Francesca</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social media / social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>social networking</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society and culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Vidding is a well-established remix practice where fans edit an existing film, music video, TV show, or other performance and set it to music of their choosing. Vids emerged forty years ago as a complicated technological feat involving capturing footage from TV with a VCR and syncing with music—and their makers and consumers were almost exclusively women, many of them queer women. The technological challenges of doing this kind of work in the 1970s and 1980s when vidding began gave rise to a rich culture of collective work, as well as conventions of creators who gathered to share new work and new techniques. While the rise of personal digital technology eventually democratized the tools vidders use, the collective aspect of the culture grew even stronger with the advent of YouTube, Vimeo, and other channels for sharing work. Vidding: A History emphasizes vidding as a critical, feminist form of fan practice. Working outward from interviews, VHS liner notes, convention programs, and mailing list archives, Coppa offers a rich history of vidding communities as they evolved from the 1970s through to the present. Built with the classroom in mind, the open-access electronic version of this book includes over one-hundred vids and an appendix that includes additional close readings of vids.<br/><br/>Listed by <a href="https://unglue.it/work/522334/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/f5/a8/f5a8263c06bcbf4937f19c0b6905551c.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>University of Michigan Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/365194/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.583410.780781</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>780781</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Video Game Characters and Transmedia Storytelling</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Joleen Blom</PersonName><PersonNameInverted>Blom, Joleen</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Art forms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Drawing &amp; drawings</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>"Characters are a vital aspect of today’s transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters’ identities and affect their possible destinies. Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology."<br/><br/>Listed by <a href="https://unglue.it/work/583410/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>/static/images/generic_cover_larger.png</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/416816/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.589744.788154</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>788154</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Videogame Formalism</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Alex Mitchell</PersonName><PersonNameInverted>Mitchell, Alex</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Jasper Van Vught</PersonName><PersonNameInverted>Vught, Jasper Van</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>History of Western philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>PHI000000</SubjectCode><SubjectHeadingText>Philosophy</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDH Philosophical traditions and schools of thought</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>game studies, formalism, game analysis, aesthetic theory of games<br/><br/>Listed by <a href="https://unglue.it/work/589744/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/1b/86/1b86a52d2094868bdc4293def7316f5b.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Amsterdam University Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2024</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/420522/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.567608.759235</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>759235</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Videogames and Agency</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Bettina Bódi</PersonName><PersonNameInverted>Bódi, Bettina</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>agency</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Cultural Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Paratext</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>player action</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies::JBCC1 Popular culture</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Video games</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>videogame</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles.

What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics.

This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.<br/><br/>Listed by <a href="https://unglue.it/work/567608/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/c1/0e/c10e72478ed8fdae9a86708a7bf9f5be.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Taylor &amp; Francis</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408375/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.497313.665403</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>665403</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481024</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E101</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Virtual Heritage</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Erik Malcolm Champion</PersonName><PersonNameInverted>Champion, Erik Malcolm</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Erik Champion</PersonName><PersonNameInverted>Champion, Erik</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archaeogaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital heritage ethics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ethnic minorities &amp; multicultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ethnic studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Human Computer Interaction and evaluation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Photogrammetry</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social groups</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBS Social groups, communities and identities::JBSL Ethnic studies::JBSL1 Ethnic groups and multicultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYV Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual heritage</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage.</p><p>Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers.</p><p>The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.</p><br/><br/>Listed by <a href="https://unglue.it/work/497313/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/b3/1c/b31cc8cdc0ef1197a1acca25db348ecc.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210722</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">epub file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/384629/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.497313.665406</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>665406</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481017</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E116</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Virtual Heritage</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Erik Malcolm Champion</PersonName><PersonNameInverted>Champion, Erik Malcolm</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Erik Champion</PersonName><PersonNameInverted>Champion, Erik</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archaeogaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital heritage ethics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ethnic minorities &amp; multicultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ethnic studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Human Computer Interaction and evaluation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Photogrammetry</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social groups</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBS Social groups, communities and identities::JBSL Ethnic studies::JBSL1 Ethnic groups and multicultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYV Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual heritage</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage.</p><p>Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers.</p><p>The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.</p><br/><br/>Listed by <a href="https://unglue.it/work/497313/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/b3/1c/b31cc8cdc0ef1197a1acca25db348ecc.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210722</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">mobi file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/384630/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.497313.883475</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>883475</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781914481000</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Virtual Heritage</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Erik Malcolm Champion</PersonName><PersonNameInverted>Champion, Erik Malcolm</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archaeogaming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital heritage ethics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ethnic minorities &amp; multicultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ethnic studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Human Computer Interaction and evaluation</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Photogrammetry</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Social groups</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBS Social groups, communities and identities::JBSL Ethnic studies::JBSL1 Ethnic groups and multicultural studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NK Archaeology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYV Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual heritage</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div><p>Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage.</p><p>Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers.</p><p>The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.</p><br/><br/>Listed by <a href="https://unglue.it/work/497313/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://encrypted.google.com/books?id=pGdkEAAAQBAJ&amp;printsec=frontcover&amp;img=1&amp;zoom=1</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Ubiquity Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>20210722</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/473262/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.567052.758679</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>758679</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Virtuelle Wirklichkeiten</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Felix Zimmermann</PersonName><PersonNameInverted>Zimmermann, Felix</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>ambience</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Anno 1800</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Assassin’s Creed Syndicate</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Atmosphere</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer programming / software development</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Dishonored</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Design</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Game Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Games development &amp; programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Graphical &amp; digital media applications</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Immersion</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>production studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Public history</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGD Desktop publishing</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMK Games development and programming</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual Worlds</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Atmospheres are everywhere: at the workplace, in the soccer stadium, in front of the crackling fireplace. They shape our everyday language and have become quite natural expressions of how we find ourselves in certain environments and how we feel about them. Their influence is far-reaching: aesthetic atmospheres are closely linked to a contemporary experience-oriented historical culture whose products and practices claim to establish an immediate contact with the past. With ›Vergangenheitsatmosphären‹ Felix Zimmermann offers for the first time a term to adequately describe this striving for immediacy. By means of in-depth analyses of the digital games »Anno 1800« (2019), »Assassin's Creed Syndicate« (2015), and »Dishonored: The Mask of Wrath« (2012), the term is contoured and the productivity of atmospheric research trained on theories and methods of public history, game studies, and phenomenology is demonstrated.<br/><br/>Listed by <a href="https://unglue.it/work/567052/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/db/08/db08d1a9349f9124a7ceaefd8f91d0fe.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Büchner-Verlag</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2023</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/408114/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.398821.543714</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>543714</IDValue></ProductIdentifier><ProductIdentifier><ProductIDType>03</ProductIDType><IDValue>9781928396703</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-SA</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-sa/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Voices from the South</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Amanda du Preez</PersonName><PersonNameInverted>Preez, Amanda du</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Art forms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Art museums</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Bloomsday</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Google Trends</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Humanities</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>images</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Leadership persona</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>SmartCity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Social media</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The arts</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::A The Arts::AF The Arts: art forms</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::N History and Archaeology::NH History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>This volume captures the status of digital humanities within the Arts in South Africa. The primary research methodology falls within the broader tradition of phenomenological hermeneutics, with a specific emphasis on visual hermeneutics. Some of the tools utilised as part of the visual hermeneutic methods are geographic information system (GIS) mapping, sensory ethnography and narrative pathways. Digital humanities is positioned here as the necessary engagement of the humanities with the pervasive digital culture of the 21st century. It is posited that the humanities and arts, in particular, have an essential role to play in unlocking meaning from scientific, technological and data-driven research. The critical engagement with digital humanities is foregrounded throughout the volume, as this crucial engagement works through images. Images (as understood within image studies) are not merely another form of text but always more than text. As such, this book is the first of its kind in the South African scholarly landscape, and notably also a first on the African continent. Its targeted audience include both scholars within the humanities, particularly in the arts and social sciences. Researchers pursuing the new field of digital humanities may also find the ideas presented in this book significant. Several of the chapters analyse the question of dealing with digital humanities through representations of the self as viewed from the Global South. However, it should be noted that self-representation is not the only area covered in this volume. The latter chapters of the book discuss innovative ways of implementing digital humanities strategies and methodologies for teaching and researching in South Africa.<br/><br/>Listed by <a href="https://unglue.it/work/398821/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/cf/ea/cfeaaa4331602801ae93c6bca69e40a4.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>AOSIS</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2018</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/255870/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.553832.742302</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>742302</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Wandering Games</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>A01</ContributorRole><PersonName>Melissa Kagen</PersonName><PersonNameInverted>Kagen, Melissa</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>80 Days</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>colonialism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computer science</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Death</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Death Stranding</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Eastshade</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>gender</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Heaven's Vault</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Indie</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>interdisciplinary</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>late capitalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Performance</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Pilgrimage</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Popular beliefs &amp; controversial knowledge</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Return of the Obra Dinn</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Ritual of the Moon</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The Last of Us Part</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>The Last of Us Part II</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBG Popular beliefs and controversial knowledge</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UY Computer science::UYV Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Virtual reality</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>walking simulator</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Work</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less difficult to complete—semi-accidentally tapped into something brilliant: the vast heritage and intellectual history of the concept of walking in fiction, philosophy, pilgrimage, performance, and protest. Kagen examines wandering in a series of games that vary widely in terms of genre, mechanics, themes, player base, studio size, and funding, giving close readings to Return of the Obra Dinn, Eastshade, Ritual of the Moon, 80 Days, Heaven's Vault, Death Stranding, and The Last of Us Part II. Exploring the connotations of wandering within these different game worlds, she considers how ideologies of work, gender, colonialism, and death inflect the ways we wander through digital spaces. Overlapping and intersecting, each provides a multifaceted lens through which to understand what wandering does, lacks, implies, and offers. Kagen's account will attune game designers, players, and scholars to the myriad possibilities of the wandering ludic body.<br/><br/>Listed by <a href="https://unglue.it/work/553832/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/0a/41/0a41d5b8de529fea192220f93ca22b96.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2022</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/390908/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.487712.655045</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>655045</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Wearable Devices</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Noushin Nasiri</PersonName><PersonNameInverted>Nasiri, Noushin</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Email: consumer/user guides</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Wearable technologies are equipped with microchips and sensors capable of tracking and wirelessly communicating information in real time. With innovations on the horizon, the future of wearable devices will go beyond answering calls or counting our steps to providing us with sophisticated wearable gadgets capable of addressing fundamental and technological challenges. This book investigates the development of wearable technologies across a range of applications from educational assessment to health, biomedical sensing, and energy harvesting. Furthermore, it discusses some key innovations in micro/nano fabrication of these technologies, their basic working mechanisms, and the challenges facing their progress.<br/><br/>Listed by <a href="https://unglue.it/work/487712/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/bd/b8/bdb837d49b243cd7eb729f7a96c30223.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>IntechOpen</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2019</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/322203/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.513701.688447</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>688447</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC-ND</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc-nd/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Wie wir leben wollen</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Frank Schmiedchen</PersonName><PersonNameInverted>Schmiedchen, Frank</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Klaus Peter Kratzer</PersonName><PersonNameInverted>Kratzer, Klaus Peter</PersonNameInverted></Contributor><Contributor><SequenceNumber>3</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Jasmin S.A. Link</PersonName><PersonNameInverted>Link, Jasmin S.A.</PersonNameInverted></Contributor><Contributor><SequenceNumber>4</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Heinz Stapf-Finé</PersonName><PersonNameInverted>Stapf-Finé, Heinz</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>ger</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Industrie 4.0, Vierte Industrielle Revolution</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Media Studies</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Philosophische und ethische Fragen von Digitalisierung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Politische und rechtliche Gestaltung von Digitalisierung</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; culture: general</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Society &amp; Social Sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technikfolgenabschätzung Digitalisierung, Vernetzung, Künstliche Intelligenz</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Transhumanismus, Posthumanismus, Roboterrechte</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Digitalisierung, Vernetzung und Künstliche Intelligenz verändern unser Leben in grundlegender Weise! Wir müssen die verschiedenen Entwicklungen verstehen und analysieren, wie sie sich gegenseitig verstärken und auf unser "normales", analoges Leben wirken. Welche Konsequenzen haben die Veränderungen für mich und für die Gesellschaft, in der ich lebe? Digitale Vernetzung und Künstliche Intelligenz sind epochale Basisinnovationen, die schubartig alle Bereiche der Gesellschaft durchdringen und Motor eines umfassenden, disruptiv verlaufenden Strukturwandels sind, der in den nächsten Jahren zahlreiche neue Innovationen hervorbringen wird. Trotz zahlreicher Bücher zum Thema werden die tiefgehenden und vielseitigen Wirkungen der Digitalisierung meistens nur ausschnittsweise, also für einzelne Bereiche betrachtet. Was fehlt, ist ein Gesamtbild. Die Vereinigung Deutscher Wissenschaftler (VDW) beschäftigt sich deshalb seit 2016 eingehend mit Technikfolgen der Digitalisierung und hat hierzu eine Studiengruppe eingesetzt, die das vorliegende Kompendium vorlegt. Darin betrachten wir aus verschiedenen Wissenschaftsperspektiven Zusammenhänge und Rückwirkungen digitaler Innovation in unterschiedlichen gesellschaftlichen Bereichen. Sehen Sie das Buch als eine Einladung, mit anderen Menschen und mit uns darüber nachzudenken, wie wir leben wollen!<br/><br/>Listed by <a href="https://unglue.it/work/513701/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/5b/33/5b33c08d276b6da4deaad4ac4c9e2de4.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>Logos Verlag Berlin</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2021</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/356906/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product><Product><RecordReference>it.unglue.work.522734.699663</RecordReference><NotificationType>03</NotificationType><ProductIdentifier><ProductIDType>01</ProductIDType><IDTypeName>unglue.it edition id</IDTypeName><IDValue>699663</IDValue></ProductIdentifier><DescriptiveDetail><ProductComposition>00</ProductComposition><ProductForm>ED</ProductForm><ProductFormDetail>E107</ProductFormDetail><EpubLicense><EpubLicenseName>CC BY-NC</EpubLicenseName><EpubLicenseExpression><EpubLicenseExpressionType>01</EpubLicenseExpressionType><EpubLicenseExpressionLink>https://creativecommons.org/licenses/by-nc/3.0/</EpubLicenseExpressionLink></EpubLicenseExpression></EpubLicense><TitleDetail><TitleType>01</TitleType><TitleElement><TitleElementLevel>01</TitleElementLevel><TitleText>Wikipedia @ 20</TitleText></TitleElement></TitleDetail><Contributor><SequenceNumber>1</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Joseph Reagle</PersonName><PersonNameInverted>Reagle, Joseph</PersonNameInverted></Contributor><Contributor><SequenceNumber>2</SequenceNumber><ContributorRole>B01</ContributorRole><PersonName>Jackie Koerner</PersonName><PersonNameInverted>Koerner, Jackie</PersonNameInverted></Contributor><Language><LanguageRole>01</LanguageRole><LanguageCode>eng</LanguageCode></Language><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>academia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>access</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>activism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Archive</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>ART000000</SubjectCode><SubjectHeadingText>Art</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Authority</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>bias</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Business</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Collaboration</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>colonialism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Computing &amp; information technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>connection</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Creative Commons</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Data</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Digital lifestyle</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Economics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>EDU000000</SubjectCode><SubjectHeadingText>Education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>encyclopedia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Equity</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Ethics</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>free knowledge</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>10</SubjectSchemeIdentifier><SubjectCode>HIS000000</SubjectCode><SubjectHeadingText>History</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>information</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Information technology: general issues</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Internet</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet guides &amp; online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>IT, Internet &amp; electronic resources in libraries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Journalism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Knowledge</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Libraries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Library &amp; information sciences</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>open education</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Racism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Reference, information &amp; interdisciplinary subjects</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Research</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Sexism</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>04</SubjectSchemeIdentifier><SubjectHeadingText>Teaching</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Technology</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::G Reference, Information and Interdisciplinary subjects::GL Library and information sciences / Museology::GLF IT, Internet and electronic resources in libraries</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics::UBW Internet: general works</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>utopia</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>volunteer</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Web</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Wiki</SubjectHeadingText></Subject><Subject><SubjectSchemeIdentifier>20</SubjectSchemeIdentifier><SubjectHeadingText>Wikipedia</SubjectHeadingText></Subject><AudienceRange><AudienceRangeQualifier>17</AudienceRangeQualifier><AudienceRangePrecision>03</AudienceRangePrecision><AudienceRangeValue>18</AudienceRangeValue></AudienceRange></DescriptiveDetail><CollateralDetail><TextContent><TextType>03</TextType><ContentAudience>00</ContentAudience><Text textformat="05"><div>Wikipedia's first twenty years: how what began as an experiment in collaboration became the world's most popular reference work. We have been looking things up in Wikipedia for twenty years. What began almost by accident—a wiki attached to a nascent online encyclopedia—has become the world's most popular reference work. Regarded at first as the scholarly equivalent of a Big Mac, Wikipedia is now known for its reliable sourcing and as a bastion of (mostly) reasoned interaction. How has Wikipedia, built on a model of radical collaboration, remained true to its original mission of “free access to the sum of all human knowledge” when other tech phenomena have devolved into advertising platforms? In this book, scholars, activists, and volunteers reflect on Wikipedia's first twenty years, revealing connections across disciplines and borders, languages and data, the professional and personal. The contributors consider Wikipedia's history, the richness of the connections that underpin it, and its founding vision. Their essays look at, among other things, the shift from bewilderment to respect in press coverage of Wikipedia; Wikipedia as “the most important laboratory for social scientific and computing research in history”; and the acknowledgment that “free access” includes not just access to the material but freedom to contribute—that the summation of all human knowledge is biased by who documents it. Contributors Phoebe Ayers, Omer Benjakob, Yochai Benkler, William Beutler, Siko Bouterse, Rebecca Thorndike-Breeze, Amy Carleton, Robert Cummings, LiAnna L. Davis, Siân Evans, Heather Ford, Stephen Harrison, Heather Hart, Benjamin Mako Hill, Dariusz Jemielniak, Brian Keegan, Jackie Koerner, Alexandria Lockett, Jacqueline Mabey, Katherine Maher, Michael Mandiberg, Stephane Coillet-Matillon, Cecelia A. Musselman, Eliza Myrie, Jake Orlowitz, Ian A. Ramjohn, Joseph Reagle, Anasuya Sengupta, Aaron Shaw, Melissa Tamani, Jina Valentine, Matthew Vetter, Adele Vrana, Denny Vrandecic<br/><br/>Listed by <a href="https://unglue.it/work/522734/">Unglue.it</a>.</div></Text></TextContent><SupportingResource><ResourceContentType>01</ResourceContentType><ContentAudience>00</ContentAudience><ResourceMode>03</ResourceMode><ResourceVersion><ResourceForm>01</ResourceForm><ResourceVersionFeature><ResourceVersionFeatureType>01</ResourceVersionFeatureType><FeatureValue>D502</FeatureValue></ResourceVersionFeature><ResourceLink>https://tieulgnu.s3.amazonaws.com/cache/74/a2/74a27abac2cac5456830c90b45f7e45a.jpg</ResourceLink></ResourceVersion></SupportingResource></CollateralDetail><PublishingDetail><Publisher><PublishingRole>01</PublishingRole><PublisherName>The MIT Press</PublisherName></Publisher><PublishingStatus>00</PublishingStatus><PublishingDate><PublishingDateRole>01</PublishingDateRole><Date>2020</Date></PublishingDate></PublishingDetail><ProductSupply><Market><Territory><RegionsIncluded>WORLD</RegionsIncluded></Territory></Market><SupplyDetail><Supplier><SupplierRole>11</SupplierRole><SupplierName>Unglue.it</SupplierName><Website><WebsiteRole>29</WebsiteRole><WebsiteDescription textformat="06">pdf file download</WebsiteDescription><WebsiteLink>https://unglue.it/download_ebook/381372/</WebsiteLink></Website></Supplier><ProductAvailability>20</ProductAvailability><Price><PriceType>01</PriceType><PriceAmount>0.00</PriceAmount><CurrencyCode>USD</CurrencyCode></Price></SupplyDetail></ProductSupply></Product></ONIXMessage>