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Cyberpop

Author: Sidney Eve Matrix
Publisher: Routledge
ISBN: 113550671X
Size: 51.13 MB
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Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts (such as 'virtuality,' 'speed,' and 'Connectivity') operate as a conceptual architecture network linking technologies to information and individual subjects. The chapters then each focus on a particular cyberfiguration, including Hollywood films (GATTACA, The Matrix), popular literature (William Gibson's Neuromancer, Scott Westerfeld's Polymorph), advertising for digital products and services (Apple Computer's '1984/McIntosh' campaign, AT&T's 'mLife' campaign), digital artworks (including virtual females such as Motorola's 'Mya' and Elite Modeling Agency's 'Webbie Tookay,' and work by visual artist Daniel Lee for Microsoft's 'Evolution' campaign), and video games (Tomb Raider). Each close reading illustrates the ways in which representations of digital lifestyles and identities - which typically fetishize computers and celebrate a 'high tech' aesthetic encourage participation in digital capitalism and commodity cyberculture. Matrix argues that popular representations of cyberculture often function as forms of social criticism that creatively inspire audiences to 'think different' (in the words of Mac advertising) about the consequences of the digitalization of everyday life.

Social Media Social Genres

Author: Stine Lomborg
Publisher: Routledge
ISBN: 1134080220
Size: 49.49 MB
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Internet-based applications such as blogs, social network sites, online chat forums, text messages, microblogs, and location-based communication services used from computers and smart phones represent central resources for organizing daily life and making sense of ourselves and the social worlds we inhabit. This interdisciplinary book explores the meanings of social media as a communicative condition for users in their daily lives; first, through a theoretical framework approaching social media as communicative genres and second, through empirical case studies of personal blogs, Twitter, and Facebook as key instances of the category of "social media," which is still taking shape. Lomborg combines micro-analyses of the communicative functionalities of social media and their place in ordinary people’s wider patterns of media usage and everyday practices.

Disability And New Media

Author: Katie Ellis
Publisher: Routledge
ISBN: 1136832653
Size: 43.26 MB
Format: PDF
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Disability and New Media examines how digital design is triggering disability when it could be a solution. Video and animation now play a prominent role in the World Wide Web and new types of protocols have been developed to accommodate this increasing complexity. However, as this has happened, the potential for individual users to control how the content is displayed has been diminished. Accessibility choices are often portrayed as merely technical decisions but they are highly political and betray a disturbing trend of ableist assumption that serve to exclude people with disability. It has been argued that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Kent and Ellis build on this notion using more recent Web 2.0 phenomena, social networking sites, virtual worlds and file sharing. Many of the studies on disability and the web have focused on the early web, prior to the development of social networking applications such as Facebook, YouTube and Second Life. This book discusses an array of such applications that have grown within and alongside Web 2.0, and analyzes how they both prevent and embrace the inclusion of people with disability.

The Internet In China

Author: Zixue Tai
Publisher: Routledge
ISBN: 1135869901
Size: 49.90 MB
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The Internet in China examines the cultural and political ramifications of the Internet for Chinese society. The rapid growth of the Internet has been enthusiastically embraced by the Chinese government, but the government has also rushed to seize control of the virtual environment. Individuals have responded with impassioned campaigns against official control of information. The emergence of a civil society via cyberspace has had profound effects upon China--for example, in 2003, based on an Internet campaign, the Chinese Supreme People's Court overturned the ruling of a local court for the first time since the Communist Party came to power in 1949. The important question this book asks is not whether the Internet will democratize China, but rather in what ways the Internet is democratizing communication in China. How is the Internet empowering individuals by fostering new types of social spaces and redefining existing social relations?

Decoding Liberation

Author: Samir Chopra
Publisher: Routledge
ISBN: 113586487X
Size: 26.58 MB
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Software is more than a set of instructions for computers: it enables (and disables) political imperatives and policies. Nowhere is the potential for radical social and political change more apparent than in the practice and movement known as "free software." Free software makes the knowledge and innovation of its creators publicly available. This liberation of code—celebrated in free software’s explicatory slogan "Think free speech, not free beer"—is the foundation, for example, of the Linux phenomenon. Decoding Liberation provides a synoptic perspective on the relationships between free software and freedom. Focusing on five main themes—the emancipatory potential of technology, social liberties, the facilitation of creativity, the objectivity of computing as scientific practice, and the role of software in a cyborg world—the authors ask: What are the freedoms of free software, and how are they manifested? This book is essential reading for anyone interested in understanding how free software promises to transform not only technology but society as well.

Wordplay And The Discourse Of Video Games

Author: Christopher A. Paul
Publisher: Routledge
ISBN: 1136343059
Size: 62.70 MB
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In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.

The Public Space Of Social Media

Author: Therese Tierney
Publisher: Routledge
ISBN: 1136203583
Size: 62.66 MB
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Social media is restructuring urban practices–through ad-hoc experimentation, commercial software development, and communities of participation. This book is the first to consider how practices contained within social media are situated within a larger genealogy of public space, including theories of communal identity, civitas and democracy, the fete, and self-expression. Through empirical research, the actual social practices of participants of networked publics are described and analyzed. Documenting how online counterpublics use the Internet to transmit classified photos, mobilize activists, and challenge the status quo, Tierney argues that online activities do not stop in online conversations; they are physically grounded through mobile GPS coordinates which are then transformed into activities in physical space—the street, the plaza, the places where people have traditionally gathered to demonstrate and express their opinions publicly.

The Digital Condition

Author: Robert Wilkie
Publisher: Fordham Univ Press
ISBN: 0823234223
Size: 65.98 MB
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The acceleration in science, technology, communication, and production that began in the second half of the twentieth century- developments which make up the concept of the digital-has brought us to what might be the most contradictory moment in human history. The digital revolution has made it possible not only to imagine but to actually realize a world in which social inequality and poverty are vanquished. But instead these developments have led to an unprecedented level of accumulation of private profits. Rather than the end of social inequality we are witness to its global expansion. Recent cultural theory tends to focus on the intricate surface effects of the emerging digital realities, proposing that technological advances effect greater cultural freedom for all, ignoring the underpinning social context. But beneath the surfaces of digital culture are complex social and historical relations that can be understood only from the perspective of a class analysis which explains why the new realities of the digital conditionare conditioned by the actualities of global class inequalities. It is no longer the case that technologycan take on the appearance of a simple or neutral aspect of human society. It is time for a critique of the digital times. In The Digital Condition, Rob Wilkie advances a groundbreaking analysis of digital culture which argues that the digital geist-which has its genealogy in such concepts as the body without organs,spectrality,and differance-has obscured the implications of class difference with the phantom of a digital divide. Engaging the writings of Hardt and Negri, Poster, Deleuze and Guattari, Derrida, Haraway, Latour, and Castells, the literature and cinema of cyberpunk, and digital commodities like the iPod, Wilkie initiates a new direction within the field of digital cultural studies by foregrounding the continuing importance of class in shaping the contemporary.