Download PDF by Andrew Feenberg, Norm Friesen: (Re)Inventing the Internet: Critical Case Studies

By Andrew Feenberg, Norm Friesen

Even though it has been in life for over 3 many years, the web continues to be a contested know-how. Its governance and function in civic lifestyles, schooling, and leisure are all nonetheless overtly disputed and debated. the problems contain censorship and community regulate, privateness and surveillance, the political influence of activist running a blog, peer to look dossier sharing, the results of games on youngsters, etc. Media conglomerates, governments and clients all give a contribution to shaping the kinds and features of the web because the limits and possibilities of the applied sciences are proven and prolonged. what's such a lot dazzling concerning the net is the proliferation of controversies and conflicts during which the creativity of standard clients performs a crucial position. The identify, (Re)Inventing the web, refers to this awesome flowering of supplier in a society that has a tendency to lessen its participants to passive spectators. This assortment offers a sequence of severe case stories that study particular websites of switch and contestation. those conceal a number phenomena together with laptop gaming cultures, on-line schooling, surveillance, and the mutual shaping of electronic applied sciences and civic lifestyles.

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Rather, we propose these properties as key characteristics of the ludification process through which a rationalized game enacts a form of social order. 31 M. GRIMES AND A. FEENBERG Table 1. The five properties of ludification Reflexivity Boundedness RuleGovernedness Precision Playfulness As play becomes rationalized, it becomes increasingly selfreferential and exclusionary of themes and activities from outside the constructed reality of the play activity or game. The system and structures of the game, along with the player’s role, gain in primacy at the expense of an increasingly differentiated “outside” or “real” world.

Marcuse, H. (1969). An essay on liberation. Boston, MA: Beacon Press. Mosco, V. (2004). The digital sublime: Myth, power, and cyberspace. Cambridge: The MIT Press. Postigo, J. (2003). From Pong to Planet Quake: post-industrial transitions from leisure to work. Information, Communication & Society 6(4), 593–607. Spencer-Brown, G. (1969). Laws of form. London: George Allen & Unwin Ltd. Stallabrass, J. (1996). Gargantua: Manufactured mass culture. New York: Verso. Sutton-Smith, B. (1997). The ambiguity of play.

The high visibility of the XP system and the privileging of progress within WoW provides players with a clearly articulated template for “proper” (if not mandatory) gameplay, one which reveals and highlights the very measurement criteria upon which the player’s action are evaluated. 34 RATIONALIZING PLAY Boundedness While the game environment of WoW is expansive, collaborative, open-ended and continuously evolving, it is also bounded by its design and program code. g. g. Hearthstones that teleport the player to a pre-selected ‘home base’ can’t be used more than once an hour).

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(Re)Inventing the Internet: Critical Case Studies by Andrew Feenberg, Norm Friesen


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