1. 顽皮的市民:介绍

R. Glas, S. Lammes, M. Lange, J. Raessens, I. D. Vries
{"title":"1. 顽皮的市民:介绍","authors":"R. Glas, S. Lammes, M. Lange, J. Raessens, I. D. Vries","doi":"10.1515/9789048535200-001","DOIUrl":null,"url":null,"abstract":"With the emergence of digital and mobile technologies, our conceptions and hopes of what citizen participation entails have changed profoundly. It seems as though interactive, networked, and cheap technologies have greatly democratized how literacies, knowledge, and power structures are generated and perceived in everyday life and that they have increased—and have further potential to increase—the degree of civic engagement. From playing, modifying, and designing games and interactive documentaries, and using playful tools and games for the production of alternative knowledges, to becoming protest-cartographers or pollution measurers, citizens appear to engage with, alter, and probe media technologies to a far greater extent than ever before. At the same time, we should be critical of what exactly these apparently enabling technologies do, and question what the drawbacks and the possibilities of digital media are for civic engagement. In this edited volume, we provide an overview of the potentials and limitations of citizen engagement in the digital age through a selection of contributions from various academic f ields. These contributions discuss the many digital media technologies and developments that grew to prominence in the second decade of this century. From the Occupy Wall Street movement to the development of citizen science games, from new forms of participatory documentary f ilm-making to the rise and exploits of Reddit users, unifying all these topics is a sustained focus on what we consider to be ludic, or playful, engagement. It is through this view, we argue, that forms of partaking such as DIY, journalism, research, activism, art, or politics are to be understood. We would like to share a particularly striking example here, found in the 2010 exhibition Space Invaders, organized by the National Gallery of Australia. Referring to the eponymous 1978 arcade video game, this playful exhibition celebrated the energy of graff iti culture and its street-based creativity (Babington 2010). Street artist MEEK’s contribution Begging For Change shows a homeless man holding a sign that reads “Keep your coins, I want","PeriodicalId":197781,"journal":{"name":"The Playful Citizen","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"1. The playful citizen: An introduction\",\"authors\":\"R. Glas, S. Lammes, M. Lange, J. Raessens, I. D. Vries\",\"doi\":\"10.1515/9789048535200-001\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"With the emergence of digital and mobile technologies, our conceptions and hopes of what citizen participation entails have changed profoundly. It seems as though interactive, networked, and cheap technologies have greatly democratized how literacies, knowledge, and power structures are generated and perceived in everyday life and that they have increased—and have further potential to increase—the degree of civic engagement. From playing, modifying, and designing games and interactive documentaries, and using playful tools and games for the production of alternative knowledges, to becoming protest-cartographers or pollution measurers, citizens appear to engage with, alter, and probe media technologies to a far greater extent than ever before. At the same time, we should be critical of what exactly these apparently enabling technologies do, and question what the drawbacks and the possibilities of digital media are for civic engagement. In this edited volume, we provide an overview of the potentials and limitations of citizen engagement in the digital age through a selection of contributions from various academic f ields. These contributions discuss the many digital media technologies and developments that grew to prominence in the second decade of this century. From the Occupy Wall Street movement to the development of citizen science games, from new forms of participatory documentary f ilm-making to the rise and exploits of Reddit users, unifying all these topics is a sustained focus on what we consider to be ludic, or playful, engagement. It is through this view, we argue, that forms of partaking such as DIY, journalism, research, activism, art, or politics are to be understood. We would like to share a particularly striking example here, found in the 2010 exhibition Space Invaders, organized by the National Gallery of Australia. Referring to the eponymous 1978 arcade video game, this playful exhibition celebrated the energy of graff iti culture and its street-based creativity (Babington 2010). Street artist MEEK’s contribution Begging For Change shows a homeless man holding a sign that reads “Keep your coins, I want\",\"PeriodicalId\":197781,\"journal\":{\"name\":\"The Playful Citizen\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-12-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"The Playful Citizen\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1515/9789048535200-001\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Playful Citizen","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1515/9789048535200-001","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

随着数字和移动技术的出现,我们对公民参与的概念和希望发生了深刻的变化。似乎互动的、网络化的和廉价的技术已经极大地民主化了读写能力、知识和权力结构在日常生活中的产生和感知方式,它们已经增加了——并且有进一步增加的潜力——公民参与的程度。从玩、修改和设计游戏和互动纪录片,到使用有趣的工具和游戏来生产替代知识,再到成为抗议制图师或污染测量师,公民似乎比以往任何时候都更广泛地参与、改变和探索媒体技术。与此同时,我们应该对这些看似可行的技术的作用持批判态度,并质疑数字媒体对公民参与的缺点和可能性。在这个编辑卷,我们提供的潜力和公民参与的限制在数字时代通过选择来自不同学术领域的贡献的概述。这些贡献讨论了许多数字媒体技术和发展,这些技术和发展在本世纪第二个十年中变得突出。从占领华尔街运动到公民科学游戏的发展,从参与式纪录片制作的新形式到Reddit用户的崛起和利用,将所有这些主题统一起来,我们将持续关注我们所认为的搞笑或有趣的参与。我们认为,正是通过这种观点,我们才能理解DIY、新闻、研究、行动主义、艺术或政治等参与形式。我们想在这里分享一个特别引人注目的例子,这是在2010年澳大利亚国家美术馆举办的“太空入侵者”展览中发现的。参考1978年的同名街机电子游戏,这个有趣的展览庆祝了涂鸦文化的能量及其基于街头的创造力(Babington 2010)。街头艺术家MEEK的作品《乞讨零钱》中,一个无家可归的人举着一块牌子,上面写着“留着你的硬币吧,我要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
1. The playful citizen: An introduction
With the emergence of digital and mobile technologies, our conceptions and hopes of what citizen participation entails have changed profoundly. It seems as though interactive, networked, and cheap technologies have greatly democratized how literacies, knowledge, and power structures are generated and perceived in everyday life and that they have increased—and have further potential to increase—the degree of civic engagement. From playing, modifying, and designing games and interactive documentaries, and using playful tools and games for the production of alternative knowledges, to becoming protest-cartographers or pollution measurers, citizens appear to engage with, alter, and probe media technologies to a far greater extent than ever before. At the same time, we should be critical of what exactly these apparently enabling technologies do, and question what the drawbacks and the possibilities of digital media are for civic engagement. In this edited volume, we provide an overview of the potentials and limitations of citizen engagement in the digital age through a selection of contributions from various academic f ields. These contributions discuss the many digital media technologies and developments that grew to prominence in the second decade of this century. From the Occupy Wall Street movement to the development of citizen science games, from new forms of participatory documentary f ilm-making to the rise and exploits of Reddit users, unifying all these topics is a sustained focus on what we consider to be ludic, or playful, engagement. It is through this view, we argue, that forms of partaking such as DIY, journalism, research, activism, art, or politics are to be understood. We would like to share a particularly striking example here, found in the 2010 exhibition Space Invaders, organized by the National Gallery of Australia. Referring to the eponymous 1978 arcade video game, this playful exhibition celebrated the energy of graff iti culture and its street-based creativity (Babington 2010). Street artist MEEK’s contribution Begging For Change shows a homeless man holding a sign that reads “Keep your coins, I want
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信