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Guest Editors' Introduction: Music as Embodied Experience 客座编辑导言:音乐是一种体现体验
Q1 Social Sciences Pub Date : 2020-01-01 DOI: 10.17011/HT/URN.202011256763
Marc R. Thompson, J. Vuoskoski
Perhaps more than ever, technology influences how people experience music. We live in an era of online music streaming services such as Spotify, app-based musical instrument lessons such as Yousician, and user-friendly digital audio workstations like Garageband. Respectively, these tools increase the consumption and awareness of new music, gamify instrumental tuition, and democratize the once “experts only” area of musical production. The technology in these applications has evolved to an extraordinary level whereby the software could be considered a coparticipant within the experience. Indeed, music technology can act as song recommender, teacher, and collaborator. In addition to technological advancements, we also are witnessing in the current era a shift in perspectives toward music’s societal function: Music is no longer simply a purely artistic pursuit but also a reliable therapeutic and salutogenic tool (see MacDonald, Kreutz & Mitchell, 2012). Music’s healing power has been observed since antiquity (the story of David using his skillful harp-playing to cast out evil spirits residing inside King Saul comes to mind), yet the focus on music’s role as a tool for emotional mood regulation (Saarikallio & Erkkilä, 2007) and how music-based interventions in clinical settings can aid in the process of stroke rehabilitation (Särkämö et al., 2008), just two diverse examples, is indeed unprecedented in history. Taken together, technological advancement and changing attitudes toward music’s societal function have led to new questions and topics for researchers interested in music perception and cognition. How is technology rewiring the musical brain? What role can music technology play in music therapy and music education? In the midto late-20th century, these questions would have been answered using a cognitivist approach. Within that framework, mental processes would have been understood to be analogous to a digital computer with the mind operating as a central information processor of inputs and outputs. In a Cartesian sense, the mind would have been seen as separate from the physical
也许科技比以往任何时候都更能影响人们体验音乐的方式。我们生活在一个在线音乐流媒体服务(如Spotify)、基于应用程序的乐器课程(如Yousician)以及用户友好的数字音频工作站(如Garageband)的时代。这些工具分别增加了新音乐的消费和意识,使乐器教学游戏化,并使曾经“只有专家”的音乐制作领域民主化。这些应用程序中的技术已经发展到一个非凡的水平,因此软件可以被认为是体验中的一个共同参与者。事实上,音乐技术可以作为歌曲推荐者、老师和合作者。除了技术进步,我们也见证了当前时代对音乐社会功能的看法的转变:音乐不再仅仅是一种纯粹的艺术追求,而是一种可靠的治疗和健康工具(见MacDonald, Kreutz & Mitchell, 2012)。音乐的治愈力量自古以来就被观察到(大卫用他熟练的竖琴演奏来驱逐居住在扫罗王体内的邪恶灵魂的故事浮现在脑海中),然而,关注音乐作为情绪调节工具的作用(Saarikallio & Erkkilä, 2007)以及临床环境中基于音乐的干预如何有助于中风康复过程(Särkämö等人,2008),这只是两个不同的例子,确实是历史上前所未有的。总而言之,技术进步和对音乐社会功能的态度变化为研究音乐感知和认知的研究人员带来了新的问题和主题。科技是如何重塑音乐大脑的?音乐技术在音乐治疗和音乐教育中可以发挥什么作用?在20世纪中后期,这些问题可以用认知主义的方法来回答。在这个框架中,心理过程可以被理解为类似于一台数字计算机,大脑作为输入和输出的中央信息处理器。在笛卡尔的观点中,精神被看作是与物质分离的
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引用次数: 0
(Re-)Balancing the Triforce: Gender Representation and Androgynous Masculinity in the Legend of Zelda Series (重新)平衡三角力量:塞尔达传说系列中的性别表现和雌雄同体的男性气质
Q1 Social Sciences Pub Date : 2019-11-29 DOI: 10.17011/ht/urn.201911265025
Sarah Stang
The Legend of Zelda series is one of the most beloved and acclaimed Japanese video game franchises in the world. The series’ protagonist is an androgynous male character, though recent conversations between Nintendo and players have focused on gender representation in the newest title in the series, Breath of the Wild. Considering these discussions, this article provides an analysis of Link, the protagonist and player character of The Legend of Zelda series. This analysis includes a discussion of the character’s androgynous design, its historical context, official Nintendo paratextual material, developer interviews, and commentary from fans and critics of the series. As an iconic androgynous character in an incredibly successful and popular video game series, Link is an important case study for gender-based game scholarship, and the controversies surrounding his design highlight a cultural moment in which gender representation in the series became a central topic of discussion among players and developers.
塞尔达传说系列是世界上最受欢迎和最受欢迎的日本电子游戏系列之一。该系列的主角是一个雌雄同体的男性角色,尽管任天堂最近与玩家之间的对话主要集中在该系列最新作品《荒野之息》的性别表现上。考虑到这些讨论,本文对《塞尔达传说》系列的主角和玩家角色Link进行了分析。这一分析包括角色的雌雄同体设计、历史背景、任天堂官方文本材料、开发者访谈以及粉丝和评论家对该系列的评论。作为一个非常成功和受欢迎的电子游戏系列中的标志性雌雄同体角色,Link是基于性别的游戏研究的一个重要案例,围绕他的设计的争议突出了一个文化时刻,即该系列中的性别代表成为玩家和开发者讨论的中心话题。
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引用次数: 2
Growing the Otome Game Market: Fan Labor and Otome Game Communities Online 发展oome游戏市场:粉丝劳动和在线oome游戏社区
Q1 Social Sciences Pub Date : 2019-11-29 DOI: 10.17011/ht/urn.201911265024
S. Ganzon
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引用次数: 5
Toward a Formal Sociology of Online Harassment 网络骚扰的形式社会学研究
Q1 Social Sciences Pub Date : 2019-11-29 DOI: 10.17011/ht/urn.201911265023
Katherine Cross
Online harassment and various subcategories of it, like doxing and swatting, have attracted enormous interest for several years now—and particular interest in the world of game studies in the wake of 2014’s GamerGate harassment campaign. Such protracted, crowdsourced campaigns remain undertheorized, however. Using contemporary research to modify Georg Simmel’s formal sociological method, I provide researchers and the wider public with an easily visualized structure that most harassment campaigns follow: the form of an inverted pyramid bearing down on an individual target, stratified into three orders of harassment, each defined by level of severity and invasiveness. With this form, the public can more clearly visualize online harassment as a structural rather than individual phenomenon. This form makes a significant contribution to social media research by providing an approachable theoretical framework for future studies and can also frame design interventions on harassment.
近年来,网络骚扰及其子类(如doxing和swatting)已经引起了人们的极大兴趣,尤其是在2014年的GamerGate骚扰活动之后,人们对游戏研究领域的兴趣尤为浓厚。然而,这种旷日持久的众包运动仍然缺乏理论依据。我利用当代研究对乔治·齐美尔的正式社会学方法进行了修改,为研究人员和广大公众提供了一个大多数骚扰活动遵循的易于可视化的结构:一个倒金字塔的形式压在个人目标上,分为三级骚扰,每级骚扰都根据严重程度和侵入性来定义。通过这种形式,公众可以更清楚地将网络骚扰视为一种结构性现象,而不是个体现象。这种形式通过为未来的研究提供一个可接近的理论框架,为社交媒体研究做出了重大贡献,也可以为骚扰设计干预提供框架。
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引用次数: 4
Introduction to the Special Issue of Human Technology: Games and Play at the Margins: Between Visibilities and Invisibilities 人类技术特刊导言:游戏和游戏的边缘:在可见和不可见之间
Q1 Social Sciences Pub Date : 2019-11-29 DOI: 10.17011/ht/urn.201911265021
Florence M. Chee
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引用次数: 0
EVE Online is not for Everyone: Exceptionalism in Online Gaming Cultures 《星战前夜》并不适合所有人:网络游戏文化中的例外论
Q1 Social Sciences Pub Date : 2019-11-29 DOI: 10.17011/ht/urn.201911265022
K. Bergstrom
EVE Online is a space-themed massively multiplayer online game that has developed a reputation for being difficult and unwelcoming to new players. In this article, I explore how an emphasis on exceptionalism is present throughout discussions about EVE by its developer, the enthusiast gaming press, and survey responses of current players (N = 647). Taken together, information from these sources reinforces a public perception that EVE is a game that is of interest only to a very specific kind of player. In turn, these findings add further evidence to the long-argued position of feminist game scholars: Not all gaming communities are open to all players. Rather, who plays, what they play, when they play, and/or how often they play is shaped by the larger social context in which play occurs.
《星战前夜》是一款以太空为主题的大型多人在线游戏,它以难度高和不受新玩家欢迎而闻名。在本文中,我将探讨《EVE》的开发者、游戏媒体以及当前玩家(N = 647)的调查反应是如何强调例外主义的。综上所述,来自这些来源的信息强化了一种公众观念,即《EVE》是一款只对特定类型玩家感兴趣的游戏。反过来,这些发现进一步证明了女权主义游戏学者长期以来的观点:并非所有游戏社区都对所有玩家开放。更确切地说,谁在玩,他们玩什么,他们什么时候玩,或者他们玩的频率是由游戏发生的更大的社会背景决定的。
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引用次数: 2
Digital diasporas: An overview of the research areas of migration and new media through a narrative literature review 数位散居者:透过叙述文献回顾,概述移民与新媒体的研究领域
Q1 Social Sciences Pub Date : 2019-06-14 DOI: 10.17011/HT/URN.201906123154
Kerstin B Andersson
Academic research on migration and the use of new media constitutes a growing field. The first studies dealing explicitly with the field appeared in the end of the 1990s. Now, it has become an esta ...
关于移民和新媒体使用的学术研究是一个不断发展的领域。第一批明确涉及该领域的研究出现在20世纪90年代末。现在,它已经变成了一个…
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引用次数: 23
Book Review: Disorder and the disinformation society: The social dynamics of information networks and software 书评:无序与虚假信息社会:信息网络和软件的社会动态
Q1 Social Sciences Pub Date : 2019-06-14 DOI: 10.17011/HT/URN.201906123160
R. Pertierra
Book review of Marshall, Jonathan Paul, Goodman, James, Zowghi, Didar, & da Rimini, Francesca (2015). Disorder and the Disinformation Society: The Social Dynamics of Information Networks and Software. London, UK: Routledge; 310 pages.
马歇尔,乔纳森·保罗,古德曼,詹姆斯,佐吉,迪达尔和达·里米尼,弗朗西斯卡(2015)书评。无序与虚假信息社会:信息网络和软件的社会动态。伦敦,英国:劳特利奇出版社;310页。
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引用次数: 0
The apparatgeist of the moon landing 登月的幻影学家
Q1 Social Sciences Pub Date : 2019-06-14 DOI: 10.17011/HT/URN.201906123153
J. Jouhki
Fifty years ago, a decade that was revolutionary in human development in many ways was drawing to a close. This period in the world’s history was as famous for love as for war, but also for big and small technological innovations. Consumers became acquainted with acronyms such as ATM, CD, LASER, LED, and UNIX—not to mention the mind-expanding LSD or the less dramatic medical innovation marketed as Valium, the “Mother’s Little Helper” epitomized by the Rolling Stones’ song available for purchase on the recently invented cassette audio tapes. Medical care took a huge step forward when, in April 1969, a mechanical heart was transplanted into a human. And, in the nascent computer field, the first message between two computers on the ARPANET was sent. This event, a half century ago, provided the roots for technological advances that eventually led to the modern-day Internet and World Wide Web (see, e.g., Drummer, 1997, pp. 185–202; Lindop, 2010, pp. 45–54). Perhaps the most ambitious technological innovation of the 1960s was space travel, with the first human in space being cosmonaut Yuri Gagarin of the Soviet Union in 1961. The space race between the Union of Soviet Socialist Republics (USSR) and the United States of America made the Americans determined to go to the moon before the Soviets and by the end of the decade. That ambitious vision, placing a man on the moon, was fulfilled in July 1969. The small step that astronaut Neil Armstrong took from the lunar lander onto the surface of the moon signified the giant leap forward for human innovation—the grand finale of the 1960s’ technological progress that simultaneously closed a major chapter of the technopolitical rivalry of the Cold War. One can certainly debate the many technological advances that have made greater immediate and long-term impact on humankind (e.g., the printing press, penicillin, the contraceptive pill, the steam engine) than the Apollo 11 mission to the moon. Nevertheless, the financial challenge, logistical demands, geopolitical significance, explorative dimensions, and the sheer drama of the event made the lunar mission the technological act of the 1960s, if not of human history. For example, after the moon landing and amid all the congratulatory greetings from foreign governments and dignitaries, U. S. President Nixon enthused that it was “the greatest week since
五十年前,在人类发展的许多方面具有革命性意义的十年即将结束。在世界历史上,这一时期因爱情和战争而闻名,但也因大大小小的技术创新而闻名。消费者开始熟悉ATM、CD、LASER、LED和unix等首字母缩略词,更不用说让人兴奋的LSD,或者像安定(Valium)这样不那么引人注目的医疗创新产品。安定是“母亲的小助手”的缩影,最近发明的盒式录音带上可以买到滚石乐队的歌。1969年4月,一颗机械心脏被移植到人体上,医疗保健迈出了巨大的一步。而且,在新生的计算机领域,阿帕网上两台计算机之间的第一条消息被发送。半个世纪前的这一事件为技术进步提供了基础,最终导致了现代互联网和万维网(参见,例如,Drummer, 1997, pp. 185-202;Lindop, 2010,第45-54页)。也许20世纪60年代最雄心勃勃的技术创新是太空旅行,1961年苏联宇航员尤里·加加林(Yuri Gagarin)首次进入太空。苏维埃社会主义共和国联盟(苏联)和美利坚合众国之间的太空竞赛使美国人决心在苏联人之前登上月球,并在本十年结束之前登上月球。1969年7月,把人类送上月球的雄心壮志实现了。宇航员尼尔·阿姆斯特朗从月球着陆器上迈出的一小步标志着人类创新的巨大飞跃——这是20世纪60年代技术进步的大幕,同时也结束了冷战技术政治竞争的重要篇章。人们当然可以对许多对人类产生更大的直接和长期影响的技术进步(例如,印刷机、青霉素、避孕药、蒸汽机)进行辩论,而不是阿波罗11号登月任务。然而,财政挑战、后勤需求、地缘政治意义、探索维度以及事件的戏剧性,使月球任务即使不是人类历史上的,也是20世纪60年代的技术行动。例如,在登月之后,在外国政府和政要的祝贺中,美国总统尼克松热情地说这是“自那以来最伟大的一周”
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引用次数: 3
Mobile media, gender, and power in rural India 印度农村的移动媒体、性别和权力
Q1 Social Sciences Pub Date : 2019-06-14 DOI: 10.17011/HT/URN.201906123155
Sirpa Tenhunen
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引用次数: 2
期刊
Human Technology
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