In this article, we analyze the intersection of creativity and agency by examining what might appear to be a very different intersection: disability and the digital. We do this by exploring what we term “compulsive creativity” as experienced by persons living with Parkinson’s disease who are active in the virtual world Second Life. To address forms of social and cultural capital, we introduce the notions of “digital embodied states” and “digital objectified states.” In doing so, we suggest ways that compulsive creativity speaks to questions of cultural capital in the context of disability online and emerging creative economies
KeywordsDisability, Art, Technology, Social Exclusion, Social Inclusion, Agency, Mediated Actio, Cul...
Focusing on the ‘talent pathways’ outlined in the 2008 Department of Culture, Media and Sport Creati...
The purpose of this book is to show why we should be concerned about virtual communities for people ...
The emergence of digital capital has given birth to “creationist capitalism” in which the creative e...
People with disabilities (PWD) remain highly marginalized worldwide; they continue to receive insuff...
The Internet and new digital media can both open up access to new public spaces, and further disable...
This article seeks to demonstrate the impact three economic concepts that gained traction in the las...
This paper explores the intersection of disability studies and persistent online virtual worlds, and...
This article seeks to demonstrate the impact three economic concepts that gained traction in the las...
People who suffer chronic illness or significant disability often find it difficult to participate i...
With the increasing part online self-performance plays in day-to-day life in the twenty-first centur...
With the increasing part online self-performance plays in day-to-day life in the twenty-first centur...
The aim of the article is the analysis of the works of disabled people in two levels: the first is t...
The COVID-19 pandemic has brought about a pervasive digitalization of our social and practical lives...
The COVID-19 pandemic has brought about a pervasive digitalization of our social and practical lives...
KeywordsDisability, Art, Technology, Social Exclusion, Social Inclusion, Agency, Mediated Actio, Cul...
Focusing on the ‘talent pathways’ outlined in the 2008 Department of Culture, Media and Sport Creati...
The purpose of this book is to show why we should be concerned about virtual communities for people ...
The emergence of digital capital has given birth to “creationist capitalism” in which the creative e...
People with disabilities (PWD) remain highly marginalized worldwide; they continue to receive insuff...
The Internet and new digital media can both open up access to new public spaces, and further disable...
This article seeks to demonstrate the impact three economic concepts that gained traction in the las...
This paper explores the intersection of disability studies and persistent online virtual worlds, and...
This article seeks to demonstrate the impact three economic concepts that gained traction in the las...
People who suffer chronic illness or significant disability often find it difficult to participate i...
With the increasing part online self-performance plays in day-to-day life in the twenty-first centur...
With the increasing part online self-performance plays in day-to-day life in the twenty-first centur...
The aim of the article is the analysis of the works of disabled people in two levels: the first is t...
The COVID-19 pandemic has brought about a pervasive digitalization of our social and practical lives...
The COVID-19 pandemic has brought about a pervasive digitalization of our social and practical lives...
KeywordsDisability, Art, Technology, Social Exclusion, Social Inclusion, Agency, Mediated Actio, Cul...
Focusing on the ‘talent pathways’ outlined in the 2008 Department of Culture, Media and Sport Creati...
The purpose of this book is to show why we should be concerned about virtual communities for people ...