Microethology
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Recent papers in Microethology
"This paper discusses how practicing teachers conceptualize commercial off the shelf (COTS) videogames within classroom-based English language arts instruction. Understanding how today’s teachers perceive virtual worlds and videogames as... more
This paper critically analyzes the real money market place, a feature of the game Diablo 3. To do so I compare the concepts of the audience commodity, prosumption, produsage and playbour to the model of Diablo’s real money market place.... more
Games have intruded into popular, academic, and policy-maker awareness to an unprecedented level, and this creates new opportunities for advancing our understanding of the relationship of games to society. The author offers a new approach... more
In this paper we articulate an empirical approach to the study of social action in digitallymediated contexts. Our approach extends Carl Couch’s theory of cooperative action, which is based on a set of “elements of sociation”:... more
Stereotypical portrayals of race are common in many modern video games. However, research on games and game environments has often overlooked race as an important consideration when evaluating games for their educational potential. This... more
Considerable scholarly discussion has been given to the idea that we are moving toward a state of “posthumanism.” This essay examines some possible implications of a posthuman existence, specifically as it relates to that most basic of... more
While many strategy games (both real-time- and turn-based-) use a fictionalized Earth history as a backdrop for their ludic elements, few seek to faithfully represent the progression of music history via the use of pre-existing music.... more
The focus of this paper is on the potential challenges and opportunities that might emerge as a result of the continuing development and proliferation of so-called 3D printing technology. In particular, it is interested in looking at how... more
"Cybercultural Ecologies examines the interpenetrating relationships between nature, virtuality, and narrative. Operating at the interface between ecocriticism and cyberculture, its approach is narrative-based and thematic, focusing on... more
The question of how and why people adopt technologies is an area that has received great scrutiny, but less attention is given to those who willingly choose to avoid particular technologies. This article considers current models of... more
This essay considers adolescent sexting from a media ecology standpoint, suggesting that in addition to the technologizing of sexuality one must also begin to consider the sexualizing of technological systems.
The first exhibition of its kind, ‘Hand in Hand’ featured Aboriginal, Torres Strait Islander, Maori, Samoan, Niuean and Fijian Artists based in Aotearoa, USA and Australia. The 2008 annual Boomalli Aboriginal Artists Co-operative’s... more
Desde el psicoanálisis y la psicología histórico-cultural el trabajo avanza en la pregunta por los sentidos de cuerpo manifestados por videojugadores de la serie Halo. Metodológicamente, se hace uso del análisis del discurso y la... more
The UK primetime series My Big Fat Gypsy Wedding (Channel 4, 2010, 2011, 2012) offered audiences the opportunity to be armchair matrimonial ethnographers, to reveal the courtship curiosities of “one of the most secretive communities in... more
"The paper draws on the author’s research into podcasting, especially in relation to its uptake by public service radios, which may be constituting a revitalising of the public radio voice. Invoking historian, John Durham Peters... more
The realities of new technological and social conditions since the 1990s demand a new approach to literacy teaching. Looking onward from the original statement of aims of the multiliteracies movement in 1996, this volume brings together... more
By their nature, digital games facilitate surveillance. They allow for the compilation of statistics, internal states, and rules to be recorded, thus hiding many of the internal workings from the players and making the games much more... more
Kozinets’ Netnography: Doing ethnographic research online is a strong introductory text for those seeking to conduct Internet-based social research. It provides the reader with recommended steps to follow in formulating their own... more
In worship several elements may be distinguished, among them are love, admiration, wonder and adoration. Though they may not be experienced in that order, a little thought will reveal those elements as being present wherever true worship... more
"As Georges Méliès discovered to his astonished glee in the late nineteenth century, moving pictures do more than just record reality—they create one. Through stop-trick substitutions, multiple exposures, and splices, celluloid becomes a... more
En los últimos años los videojuegos han propuesto nuevos personajes femeninos dotados de una fuerte complejidad psicológica y alejados de la tradicional y exclusiva exaltación física de la mujer. En esta ponencia se examina la elaboración... more
The art historical notion of 'the original' continues to inflect games history and game preservation work. This paper notes the persistence of this concept particularly in the game lover's invocation of 'the original... more
This special issue of Reconstruction is one of its largest because the roster was actually put together in the hopes of producing a printed, spin-off volume. That never happened, but we are all better for it since the contributors held... more
As medical technology continues to progress, we are able to correct deficiencies in the body through means such as cochlear implants and prosthetic limbs. This has led some scholars to argue that we are creating technologized, cyborg... more
This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures,... more
The art historical notion of ‘the original’ continues to inflect games history and game preservation work. This paper notes the persistence of this concept particularly in the game lover’s invocation of ‘the original experience’. The... more
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the 21st century. In... more
This article reviews the strengths and weaknesses of Hjarvard's theory of the mediatisation of religion. By suggesting actor-network-theory as a methodological approach to the study of the mediatisation of religion, this article proposes... more