Hypersociability
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Hypersociability
In the context of transmedia storytelling, hypersociability is the encouraged involvement of media consumers in a story through ordinary social interaction.Henry Jenkins, ''Convergence Culture: Where Old and New Media Collide'' (New York: New York University Press, 2006). A story may be shared through discourse within a fan group. Hypersociability lessens the need for a publisher to offer fixed media. Instead, storytellers hope that fans will build on the story themselves either over the Internet or through direct conversation. The principle of hypersociability is most widely used in Japanese pop culture, examples of which include ''Yu-Gi-Oh!'' and ''Pokémon'', which used multiplayer games separate from the original media.Mizuko Ito, "Technologies of the Childhood Imagination: ''Yugioh'', Media and Everyday Cultural Production," in Joe Karaganis and Natalie Jeremijenko (eds.), ''Network/Netplay: Structures of Participation in Digital Culture'' (Durham, N.C.: Duke University Pre ...
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Transmedia Storytelling
Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies. From a production standpoint, transmedia storytelling involves creating content that engages an audience using various techniques to permeate their daily lives. In order to achieve this engagement, a transmedia production will develop stories across multiple forms of media in order to deliver unique pieces of content in each channel. Importantly, these pieces of content are not only linked together (overtly or subtly), but are in narrative synchronization with each other. History Transmedia storytelling can be related to the concepts of semiotics and narratology. Semiotics is the "science of signs" and a discipline concerned with sense production and interpretation processes. Narratology looks at how structure and function factor into narrative with rega ...
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Natalie Jeremijenko
Natalie Jeremijenko (born 1966) is an artist and engineer whose background includes studies in biochemistry, physics, neuroscience and precision engineering. She is an active member of the net.art movement, and her work primarily explores the interface between society, the environment and technology. She has alternatively described her work as "X Design" (short for experimental design) and herself as a "thingker", a combination of thing-maker and thinker. In 2018, she was Artist in Residence at Dartmouth College, and is currently an associate professor at New York University in the Visual Art Department, and has affiliated faculty appointments in the school's Computer Science and Environmental Studies. Early life and education She was born in Mackay, Queensland, and raised in Brisbane, the second of ten children to a physician and a schoolteacher. Her parents were champions of domestic technology, and Jeremijenko claims that her mother was the first woman in Australia to ow ...
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Internet Culture
Internet culture is a culture based on the many way people have used computer networks and their use for communication, entertainment, business, and recreation. Some features of Internet culture include online communities, gaming, and social media. Due to the massive adoption and widespread use of the Internet, the impact of Internet culture on society and non-digital cultures has been extensive. The encompassing nature of the Internet culture has led to the study of different elements such as social media, gaming and specific communities, and has also raised questions about identity and privacy on the Internet. The cultural history of the Internet is a story of rapid change. The Internet evolved in parallel with rapid and sustained technological advances in computing and data communication, and widespread access as the cost of infrastructure dropped by several orders of magnitude. As technology advances, Internet culture changes; in particular, the introduction of smartphones ha ...
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MIT Press
The MIT Press is a university press affiliated with the Massachusetts Institute of Technology (MIT) in Cambridge, Massachusetts (United States). It was established in 1962. History The MIT Press traces its origins back to 1926 when MIT published under its own name a lecture series entitled ''Problems of Atomic Dynamics'' given by the visiting German physicist and later Nobel Prize winner, Max Born. Six years later, MIT's publishing operations were first formally instituted by the creation of an imprint called Technology Press in 1932. This imprint was founded by James R. Killian, Jr., at the time editor of MIT's alumni magazine and later to become MIT president. Technology Press published eight titles independently, then in 1937 entered into an arrangement with John Wiley & Sons in which Wiley took over marketing and editorial responsibilities. In 1962 the association with Wiley came to an end after a further 125 titles had been published. The press acquired its modern name af ...
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Journal Of Cognitive Neuroscience
The ''Journal of Cognitive Neuroscience'' is a monthly peer-reviewed academic journal covering cognitive neuroscience. It aims for a cross-discipline approach, covering research in neuroscience, neuropsychology, cognitive psychology, neurobiology, linguistics, computer science, and philosophy. The journal is published by the MIT Press and the Cognitive Neuroscience Institute and the editor-in-chief is Bradley R. Postle (University of Wisconsin–Madison). Abstracting and indexing The journal is abstracted and indexed in: According to the ''Journal Citation Reports'', the journal has a 2020 impact factor The impact factor (IF) or journal impact factor (JIF) of an academic journal is a scientometric index calculated by Clarivate that reflects the yearly mean number of citations of articles published in the last two years in a given journal, as i ... of 3.225. References External links * Neuroscience journals MIT Press academic journals Quarterly journals English-languag ...
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Williams Syndrome
Williams syndrome (WS) is a genetic disorder that affects many parts of the body. Facial features frequently include a broad forehead, underdeveloped chin, short nose, and full cheeks. Mild to moderate intellectual disability is observed in people with WS, with particular challenges with visual spatial tasks such as drawing. Verbal skills are relatively unaffected. Many people with WS have an outgoing personality, an openness to engaging with other people, and a happy disposition. Medical issues with teeth, heart problems (especially supravalvular aortic stenosis), and periods of high blood calcium are common. Williams syndrome is caused by a genetic abnormality, specifically a deletion of about 27 genes from the long arm of one of the two chromosome 7s. Typically, this occurs as a random event during the formation of the egg or sperm from which a person develops. In a small number of cases, it is inherited from an affected parent in an autosomal dominant manner. The different ...
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The Animatrix
is a 2003 adult animated science-fiction anthology film produced by the Wachowskis. The film details through nine animated short films the backstory of ''The Matrix'' film series, including the original war between humanity and machines which led to the creation of the titular Matrix, in addition to providing side stories that expand the universe and tie into the film series. The film received generally positive reviews from critics. Plot summary ''The Second Renaissance Part I'' In the mid twenty-first century, humanity falls victim to its vanity and corruption. They develop artificial intelligence, and soon build an entire race of sentient AI robots to serve them. Many of the robots are domestic servants meant to interact with humans, so they are built in "man's own image" (in a humanoid form). With increasing numbers of people released from all labor, much of the human population has become slothful, conceited, and corrupt. Despite this, the machines were content with s ...
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The Wachowskis
Lana Wachowski (born June 21, 1965, formerly known as Larry Wachowski) and Lilly Wachowski (born December 29, 1967, formerly known as Andy Wachowski) are American film and television directors, writers and producers. The sisters are both trans women. Together known as the Wachowskis (), the sisters have worked as a writing and directing team through most of their careers. They made their directing debut in 1996 with ''Bound'' and achieved fame with their second film, ''The Matrix'' (1999), a major box office success for which they won the Saturn Award for Best Director. They wrote and directed its two sequels, ''The Matrix Reloaded'' and ''The Matrix Revolutions'' (both in 2003), and were involved in the writing and production of other works in the ''Matrix'' franchise. Following the commercial success of the ''Matrix'' series, the Wachowskis wrote and produced the 2005 film ''V for Vendetta'', an adaptation of the graphic novel by Alan Moore and David Lloyd, and in 2008 rel ...
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Duke University Press
Duke University Press is an academic publisher and university press affiliated with Duke University. It was founded in 1921 by William T. Laprade as The Trinity College Press. (Duke University was initially called Trinity College). In 1926 Duke University Press was formally established. Ernest Seeman became the first director of DUP, followed by Henry Dwyer (1929-1944), W.T. LaPrade (1944-1951), Ashbel Brice (1951-1981), Richard Rowson (1981-1990), Larry Malley (1990-1993), Stanley Fish and Steve Cohn (1994-1998), Steve Cohn (1998-2019). Writer Dean Smith is the current director of the press. It publishes approximately 150 books annually and more than 55 academic journals, as well as five electronic collections. The company publishes primarily in the humanities and social sciences but is also particularly well known for its mathematics journals. The book publishing program includes lists in African studies, African American studies, American studies, anthropology, art and a ...
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Mizuko Ito
is a Japanese cultural anthropology, cultural anthropologist who is a Professor in Residence at the Humanities Research Institute at the University of California, Irvine. Her main professional interest is young people's use of media technology. She has explored the ways in which digital media are changing relationships, identities, and communities. Early life Mizuko Ito grew up between the United States and Japan. In Japan, she attended Nishimachi International School and the American School in Japan. She did her undergraduate work at Harvard University, graduating in 1990 with a degree in East Asian studies: her thesis was "Zen and Tea Ritual: A Comparative Analysis." Ito did her graduate work at Stanford University. In 1991, she received a Masters of Arts degree in anthropology; her thesis was "The Holistic Alternative: A Symbolic Analysis of an Emergent Culture." In 1998, she received a Ph.D. from the Department of Education for her dissertation: "Interactive Media for Play: ...
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Henry Jenkins
Henry Jenkins III (born June 4, 1958) is an American media scholar and Provost Professor of Communication, Journalism, and Cinematic Arts, a joint professorship at the University of Southern California (USC) Annenberg School for Communication and Journalism and the USC School of Cinematic Arts. He also has a joint faculty appointment with the USC Rossier School of Education. Previously, Jenkins was the Peter de Florez Professor of Humanities as well as co-founder and co-director (with William Uricchio) of the Comparative Media Studies program at the Massachusetts Institute of Technology (MIT). He has also served on the technical advisory board at ZeniMax Media, parent company of video game publisher Bethesda Softworks. In 2013, he was appointed to the board that selects the prestigious Peabody Award winners. Jenkins has authored and co-authored over a dozen books including ''By Any Media Necessary: The New Youth Activism'' (2016), ''Spreadable Media: Creating Value and Meaning ...
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Multiplayer Video Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's ''Tennis For Two'' and 1972's ''Pong''), ear ...
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