scholarly journals ‘All Avatars Aren't We’: Football and the experience of football-themed digital content during a global pandemic

2021 ◽  
pp. 101269022110215
Author(s):  
Garry Crawford ◽  
Alex Fenton ◽  
Simon Chadwick ◽  
Stefan Lawrence

This paper explores the contemporary nature of association football consumption. In particular, we argue that the coronavirus 2019 pandemic reveals the contemporary and particular nature of the relationship between football and its supporters, which is increasingly focused on the consumption of themed digital participatory experiences. During this pandemic, what fans missed was not only live football, but also the sporting ‘experience’ and the opportunities for participation that this provides. Hence, here we saw fans, clubs and media providers employing new digital technologies to create themed experiences that facilitated (and mediated) participation and interaction. Following Žižek (2014), we suggest that the coronavirus 2019 pandemic can be understood as a global mega event that creates a seismic, reality alerting schism, whose aftermath requires new ontologies and theories. Our response is to utilise a number of key and illustrative examples and to offer a new synthesis of theories and literatures, most notably, on the experience society, theming, participatory culture, neoliberalism and digital culture. This new context and (re)combination of theories then provides a new, and essential, perspective that reveals a great deal about the contemporary nature of the sport, what fans buy into, and also, how this may change post pandemic.

2021 ◽  
Vol 15 (57) ◽  
pp. 589-598
Author(s):  
Arcelita Koscheck

Resumo:As tecnologias digitais e suas possibilidades de acesso estão presentes cada vez mais cedo na vida do sujeito, desde seus primeiros dias de vida, interferindo no desenvolvimento do ser humano desde a infância. Nesta perspectiva, o estudo em questão apresenta uma breve reflexão sobre o brincar na cultura digital no contexto infantil frente as tecnologias digitais. Objetivando discutir a relevância do brincar na infância e a relação das tecnologias digitais em meio ao ensino e a aprendizagem.  Para o alcance do objetivo traçado, pretende-se apresentar um panorama conceitual sobre o brincar e possíveis adversidades na cultura digital, com metodologia, desenvolvido a partir da pesquisa bibliográfica e documental, na perspectiva de Marques; Peccin (2005), Souza; Silva; Carvalho (2010) e Lakatos; Marconi (2010). Neste sentido, o texto discorre sobre concepções e análises acerca do brincar, enfatizando a mobilização dos saberes, a construção de aprendizagens e a socialização para a cultura digital, de modo a contribuir com a formação integral da criança como um todo. Verifica-se que o brincar no século XXI passa por inúmeras mudanças, atingindo espaços, tempos e rotinas, diversificando ambientes para o movimento do brincar e das brincadeiras, ou seja, o brincar sofre influências pelas tecnologias, e, desse modo, torna-se relevante discutir e refletir se tais transformações decorrentes da evolução tecnológica são oportunas para o contexto da infância. Palavras-Chave: Tecnologias Digitais; Infância; Brincar.  Abstract:Digital technologies and their access possibilities are increasingly present in the subject's life, from the first days of life, interfering in the development of human beings from childhood. In this perspective, the study in question presents a brief reflection on playing in digital culture in the children's context against digital technologies. Aiming to discuss the relevance of playing in childhood and the relationship of digital technologies in teaching and learning. To achieve the objective outlined, it is intended to present a conceptual overview of playing and possible adversities in digital culture, with methodology, developed from bibliographic and documental research, from the perspective of Marques; Peccin (2005), Souza; Silva; Carvalho (2010) and Lakatos; Marconi (2010). In this sense, the text discusses conceptions and analyzes about playing, emphasizing the mobilization of knowledge, the construction of learning and socialization for digital culture, to contribute to the integral formation of the child as a whole. It appears that playing in the 21st century undergoes countless changes, reaching spaces, times and routines, diversifying environments for the movement of play and games, that is, playing is influenced by technologies, and, thus, it becomes It is relevant to discuss and reflect on whether such transformations resulting from technological evolution are opportune for the childhood context. Keywords: Digital Technologies; Childhood; Play. 


Author(s):  
Crispin Thurlow

This chapter focuses on sex/uality in the context of so-called new media and, specifically, digital discourse: technologically mediated linguistic or communicative practices, and mediatized representations of these practices. To help think through the relationship among sex, discourse, and (new) media, the discussion focuses on sexting and two instances of sexting “scandals” in the news. Against this backdrop, the chapter sets out four persistent binaries that typically shape public and academic writing about sex/uality and especially digital sex/uality: new-old, mediation-mediatization, private/real-public/fake, and personal-political. These either-or approaches are problematic, because they no longer account for the practical realities and lived experiences of both sex and media. Scholars interested in digital sex/uality are advised to adopt a “both-and” approach in which media (i.e., digital technologies and The Media) both create pleasurable, potentially liberating opportunities to use our bodies (sexually or otherwise) and simultaneously thwart us, shame us, or shut us down. In this sense, there is nothing that is really “new” after all.


Author(s):  
Simeon J. Yates ◽  
Eleanor Lockley

This chapter reviews prior work on technology acceptance and then reports on a nationally representative survey of UK employees exploring both employee’s personal experiences of digital technologies at home and work and their evaluations of the effectiveness of the technologies and the “digital culture” in their organization. Presenting the results of 3040 UK workers, it seeks to explore the factors that influence digital roll-outs by focusing on the experiences and perceptions of the UK workforce as a whole, with the expectation that introducing new technology alone isn’t enough. This research explores how “digitally ready” organizations are in the UK in terms of people, processes, and company culture. It concludes that a large proportion of the UK workforce are not seeing the benefits of digital technologies. Importantly, there is a need for organizations to understand that making digital solutions a success is a process of cultural change in their organization.


2021 ◽  
Vol 11 (4) ◽  
pp. 163
Author(s):  
Giusi Antonia Toto ◽  
Pierpaolo Limone

In the relationship between teachers and distance learning in the context of COIVD-19, a series of unprecedented dynamics have emerged relating to a process of open-air experimentation that is going on in the world of school. The main constructs investigated in this paper concern the professional perceptions of teachers in terms of their skills and resistances towards digital technologies. To investigate this topic, a questionnaire on distance learning was administered to a sample of 658 teachers. From a methodological point of view, factor and reliability analyses and correlation and regression analyses were conducted. From the analysis of the results, it emerged that the questionnaire measures the resistance of teachers to distance learning and focuses on three main dimensions (two positive and one negative) that link teachers’ perceptions to the resistance to distance learning. In conclusion, the theme of the acceptance of technologies in the practice of teachers is still a subject full of meaning for professional perception and vision. A second issue concerns precisely the relationship between digital technologies and users, which must no longer focus only on the relationship with students but also on the perspective of the other training actors, including teachers.


2020 ◽  
Vol 18 (7) ◽  
pp. 177-182
Author(s):  
Kevin Kupietz, PhD ◽  
Lesley Gray, MPH

Introduction: The greatest enemy of a global pandemic is not the virus itself, but the fear, rumor, and stigma that envelopes people. This article explores the context and history of fear and stigma relating to pandemic, summarizing key actions to mitigate the harms during an active pandemic.Method: Our article draws from accounts in literature and journalist accounts documenting the relationship between infectious diseases and major disease outbreaks that have garnered fear and stigmatization. Results: Fear, stigma, and discrimination are not new concepts for pandemics. These social effects run the risk of diverting attention from the presenting disease and government responses. Reactions to fear, stigma, and discrimination risk sabotaging effective efforts to contain, manage, and eradicate the disease.Conclusion: Emergency managers have an important role in dispelling myths, disseminating appropriate and evidence-based information without exacerbating fears. Knowledge about the roots of fear and bias along with a good understanding of historical plagues and pandemics is vital to ensure those in the field of emergency management can effectively manage irrational fears.


2021 ◽  
Vol 50 (2) ◽  
pp. 35-49
Author(s):  
Emma Duester

Abstract The ability to publish and provide access to cultural resources via free, open source digital platforms is empowering Vietnamese cultural professionals to promote their culture to local and international audiences. Digitization projects now include the use of 3D, VR, and AR digital technologies for the purpose of being published on digital platforms. This is creating an emergent digital culture in Vietnam, with an increasing amount of available resources online. Digitization projects are now used to preserve cultural heritage as well as to present and promote contemporary art and culture. This reflects a change in practices amongst cultural professionals in Hanoi, in terms of how digital technologies are used and the value placed on making cultural resources publicly accessible online. However, as new content, knowledge, and voices are able to participate in the online discourse on art and culture, the question remains as to whether this digital transition is creating greater equality and inclusion in the cultural sector or if it is exacerbating already existing forms of digital cultural colonialism. This paper presents findings from 50 interviews with cultural professionals working in the cultural sector in Hanoi about their digitization projects and digital work practices, the developments in digitization in Hanoi’s cultural sector over the past five years, how cultural professionals are utilizing the opportunities afforded by digital technologies for cultural preservation and promotion, as well as the challenges they face in carrying out digitization projects.


2018 ◽  
Vol 23 (3) ◽  
pp. 312-327 ◽  
Author(s):  
Jane Dickson

This article explores the material and digital culture of warfarin, one of the most commonly prescribed medications in the world. The author uses the drug’s 60-year history to describe its materiality and use, showing how and why it has become an informed material. Three ethnographic cases then show where warfarin has produced and is now reproduced by three types of information: NHS Trust guidelines, genetic codes and the INR (International Normalized Ratio). When a drug becomes so entangled with informational and digital technologies, it becomes reliant on them for its proper and safe use; it can no longer be just an informed material but is a digitally informed one.


2014 ◽  
Vol 12 (3) ◽  
pp. 309-319 ◽  
Author(s):  
Jennifer R. Whitson ◽  
Bart Simon

While we could attribute the close ties between surveillance and video games to their shared military roots, in this editorial we argue that the relationship goes much deeper to that. Even non-digital games such as chess require a mode of watchfulness: an attention to each piece in relation to the past, present, and future; a drive to predict an opponent’s movements; and, a distillation of the player-subject into a knowable finite range of possible actions defined by the rules. Games are social sorting, disciplinary, social control machines.In this introduction we tease apart some of the intersections of games and surveillance, beginning with a discussion of the NSA documents leaked by Edward Snowden on using games to both monitor and influence unsuspecting populations. Next, we provide an overview of corporate data-gathering practices in games and further outline the production of manageable, computable subjectivities. Then, we show how the game Watch Dogs explores the surveillant capacities of games at both the game mechanical and representational scales. These three different facets of surveillance, games, and play set the scene for the special issue and the diverse articles that follow.  In the following pages we pose new lines of questioning that highlight the nuances of play and offer new modes of thinking about what games - and the processes of watching and being watched that are a foundational part of the experience – can tell us about surveillance.


Horizons ◽  
2002 ◽  
Vol 29 (1) ◽  
pp. 80-93
Author(s):  
Anne E. Carr

ABSTRACTThis essay envisions the meaning of providence according to recent feminist and process theologies of power and attempts to distinguish the meaning of providence from the action of the Holy Spirit in our lives. It compares the classical meaning of providence with those elements in modern and contemporary thought that warrant changes in our understanding of these themes, while it maintains the continuity of Christian tradition. In doing so, it offers some reflection on the relationship between theology and spirituality, and suggests a new synthesis between the immanence and transcendence of God in the experience of Christians today. In light of the biblical idea of justice as right relations, the mystical and political are integrated.


2016 ◽  
Vol 1 (1) ◽  
pp. 61
Author(s):  
Mônica Machado

Esse artigo objetiva refletir sobre as representações sociais das favelas cariocas em registros midiáticos ao longo os últimos anos, o crescente movimento do Favela-tour e seus paradoxos, bem como as suas implicações conceituais. Em seguida reflete sobre as experiências do turismo cultural do Museu de Favela, com destaque para o processo de criação do hotsite Museu de Favela Tour como dispositivo que faz circular o capital cultural comunitário. Todas essas noções associam-se aos pressupostos teóricos da cultura material, como um campo da antropologia que estuda as correlações entre objetos e inventários socioculturais e avança para o estudo da sub-linha da pesquisa da antropologia digital, onde as relações entre sujeitos sociais e tecnologias são imaginadas como reelaborações da sociabilidade que precedem a essa tradição e se predispõem a revelar as contradições sociais já dispostas na cultura.Social narratives about slum in Rio:the cultural-tourism in favela museum and digital activismAbstract This article aims to analyse favelas in Rio and also the media records about this issue, arguing that the Favela-tour concept can be seen as paradoxal process. Then will be debated Favela Museum’s cultural tourism heritage, highlighting the process of creating the Favela Museum Tour’s hotsite as a way of spread the favela’s legacy. All these notions are associated with the theoretical frame of material culture as a field of anthropology and links between socio-cultural objects and inventories. This research is called digital anthropology where the relationship between social and technology subject are imagined as re-workings of sociability that precedes this tradition, where the digital technologies are predisposed to share the social-cultural contradictions.


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