View Elisenda Ardevol’s profile on LinkedIn, the world’s largest professional community. Elisenda has 4 jobs listed on their profile. See the complete profile on . With a doctoral degree from the Universitat Autònoma de Barcelona (UAB), Elisenda Ardèvol is Professor of Social and Cultural Anthropology at the UOC. Participant. Elisenda Ardèvol. Lecturer in Social and Cultural Anthropology in the Studies of Art and Humanities at the Universitat Oberta de Catalunya.

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Here we observe a fundamental change in how we understand social communication, the audience and those who form it, as well as a new way of learning and teaching, such as through video tutorials on YouTube.

Anthropological perspectives of the Internet more. Digital Materialities presents twelve chapters by scholars and practitioners working at the intersection between design and digital research in the UK, Spain, Australia and the USA.

Videogames, thus, as a new media practice, can be seen as an exponent of greater change not only regarding how media are produced and consumed, but also in the way leisure is organized and in the role of play in our everyday life.

Acceso de usuarios registrados. Help Center Find new research papers in: Qualitative methodology and Digital Ethnography.

EASA Media Anthropology Network – Elisenda Ardevol

In fact, there are many more synergies than we think but that are not apparent. For example, I was recently talking to a friend who is an engineer.


To conclude the interview, can you recommend a film? In short, it is their audience who validates their knowledge. Media Ethnography and Media and cultural practices. Shouldn’t we be cautious when selecting appropriate content in this ocean of digital producers?

Vigencias y cambio en la cultura de los gitanos more. Researching media through practices: Add Social Profiles Facebook, Twitter, etc. Helsinki Photomedia Conference Antropologia Visual, Digital i dels Mitjans. Jan 1, Publication Name: I responded that with the social sciences we make citizens… Which is more important?

Future-Makers and the certainties of the ethnographers.

Photographies Volume 6, Issue 1, Special Issue: Reflexiones sobre la …. Visualidades y materialidades de lo digital: In other words, there should be a flow of dialogue between anthropology, communication, creation and technological development. Social Research Methods and Methodology. At an international level, we are working with an interesting team of people from Australia, Italy, Denmark and Barcelona, and we are also working elisennda on fieldwork with different spaces of digital creation and artistic experimentation, such as the Fablabs, Makerspaces or LivingLabs, elisendda well as other citizen spaces.

Ethnography and the Field in Media ted settings: Theorising ‘New Media’Cultural Eilsenda more. Can you tell us about the new project Future Practices: I asked him what his work was and he said he manufactured cars.


Does society adequately value social elidenda research? A Practice Theory approach more. The experience of audiovisual consumption and aesthetic pleasure is enhanced by interactive and game amusement components not found in previous audiovisual genres such as cinema or TV. Body and identity performance on the Internet more. Click here to sign up. Today, could someone who communicates better have more chances as an opinion leader than someone with knowledge of a field?

Videogames are the product of a By incorporating in-depth understandings of the Apr Publication Name: The examples described show how different practices enable and enhance mediations that are material, visual and digital at the same time and how these practices are performed by the group while they shape their collective identity.

Game pleasures and media practices more.

European Association of Social Anthropologists

By incorporating in-depth understandings of the digital-material world from both the social sciences and design, the book considers how this combined knowledge might advance our capacity to design for the future.

For she who knows who she is more. And we are not only thinking about video games but also, for example, literary recommendations.

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