Cyberculture and New Media

Cyberculture and New Media
Author: Francisco J. Ricardo
Publisher: Rodopi
Total Pages: 312
Release: 2009
Genre: Computers
ISBN: 9042025182

Formalisms of digital text / Francisco J. Ricardo -- Knowledge building and motivations in Wikipedia: participation as "Ba" / Sheizaf Rafaeli, Tsahi Hayat, Yaron Ariel -- On the way to the cyber-Arab-culture: international communication, telecommunications policies, and democracy / Mahmoud Eid -- The challenge of intercultural electronic learning: English as lingua franca / Rita Zaltsman -- The implicit body / Nicole Ridgway and Nathaniel Stern -- Cyborg goddesses: the mainframe revisited / Leman Giresunlu -- De-colonizing cyberspace: post-colonial strategies in cyberfiction / Maria Bäcke -- The différance engine: videogames as deconstructive spacetime / Tony Richards -- Technology on screen: projections, paranoia and discursive practice / Alev Adil and Steve Kennedy -- Desistant media / Seppo Kuivakari.

An Introduction to New Media and Cybercultures

An Introduction to New Media and Cybercultures
Author: Pramod K. Nayar
Publisher: John Wiley & Sons
Total Pages: 225
Release: 2010-01-11
Genre: Social Science
ISBN: 1405181672

This introduction to cybercultures provides a cutting-edge and much needed guide to the rapidly changing world of new media and communication. Considers cyberculture and new media through contemporary race, gender and sexuality studies and postcolonial theory Offers a clear analysis of some of the most complex issues in cybercultures, including identity, network societies, new geographies, and connectivity Includes discussions of gaming, social networking, geography, net-democracy, aesthetics, popular internet culture, the body, sexuality and politics Examines key questions in the political economy, racialization, gendering and governance of cyberculture

The New Media and Cybercultures Anthology

The New Media and Cybercultures Anthology
Author: Pramod K. Nayar
Publisher: John Wiley & Sons
Total Pages: 569
Release: 2010-04-26
Genre: Social Science
ISBN: 140518308X

Moving beyond traditional cyberculture studies paradigms in several key ways, this comprehensive collection marks the increasing convergence of cyberculture with other forms of media, and with all aspects of our lives in a digitized world. Includes essential readings for both the student and scholar of a diverse range of fields, including new and digital media, internet studies, digital arts and culture studies, network culture studies, and the information society Incorporates essays by both new and established scholars of digital cultures, including Andy Miah, Eugene Thacker, Lisa Nakamura, Chris Hables Gray, Sonia Livingstone and Espen Aarseth Created explicitly for the undergraduate student, with comprehensive introductions to each section that outline the main ideas of each essay Explores the many facets of cyberculture, and includes sections on race, politics, gender, theory, gaming, and space The perfect companion to Nayar's Introduction to New Media and Cyberculture

Cyberculture and New Media

Cyberculture and New Media
Author:
Publisher: BRILL
Total Pages: 320
Release: 2009-01-01
Genre: History
ISBN: 9401206740

In the extension of digital media from optional means to central site of activity, the domains of language, art, learning, play, film, and politics have been subject to radical reconfigurations as mediating structures. This book examines how this changed relationship has in each case shaped a new form of discourse between self and culture and illustrates explicitly the character of mediated agency beyond the formal separateness from lived experience that was once conveniently termed the virtual and which has come to influence common assumptions about creative expression itself.

From Counterculture to Cyberculture

From Counterculture to Cyberculture
Author: Fred Turner
Publisher: University of Chicago Press
Total Pages: 340
Release: 2010-10-15
Genre: History
ISBN: 0226817431

In the early 1960s, computers haunted the American popular imagination. Bleak tools of the cold war, they embodied the rigid organization and mechanical conformity that made the military-industrial complex possible. But by the 1990s—and the dawn of the Internet—computers started to represent a very different kind of world: a collaborative and digital utopia modeled on the communal ideals of the hippies who so vehemently rebelled against the cold war establishment in the first place. From Counterculture to Cyberculture is the first book to explore this extraordinary and ironic transformation. Fred Turner here traces the previously untold story of a highly influential group of San Francisco Bay–area entrepreneurs: Stewart Brand and the Whole Earth network. Between 1968 and 1998, via such familiar venues as the National Book Award–winning Whole Earth Catalog, the computer conferencing system known as WELL, and, ultimately, the launch of the wildly successful Wired magazine, Brand and his colleagues brokered a long-running collaboration between San Francisco flower power and the emerging technological hub of Silicon Valley. Thanks to their vision, counterculturalists and technologists alike joined together to reimagine computers as tools for personal liberation, the building of virtual and decidedly alternative communities, and the exploration of bold new social frontiers. Shedding new light on how our networked culture came to be, this fascinating book reminds us that the distance between the Grateful Dead and Google, between Ken Kesey and the computer itself, is not as great as we might think.

Prefiguring Cyberculture

Prefiguring Cyberculture
Author: Darren Tofts
Publisher: MIT Press
Total Pages: 346
Release: 2002
Genre: Computers
ISBN: 9780262701082

Media critics and theorists, philosophers, and historians of science explore the antecedents of such aspects of contemporary technological culture as the Internet, the World Wide Web, artificial intelligence, genetic engineering, virtual reality, and thecyborg.

Critical Cyberculture Studies

Critical Cyberculture Studies
Author: David Silver
Publisher: NYU Press
Total Pages: 341
Release: 2006-09
Genre: Computers
ISBN: 0814740243

This work indexes the literature of the German Early and High Middle Ages according to geographical location. Separate articles investigate the major literary centers - such as Fulda, Regensburg, and Braunschweig. The compilation illustrates both the regional concentrations and interconnections of the period, providing for the first time a compact reference work for regional literary historiography.

Present and Future Paradigms of Cyberculture in the 21st Century

Present and Future Paradigms of Cyberculture in the 21st Century
Author: Atay, Simber
Publisher: IGI Global
Total Pages: 246
Release: 2020-11-27
Genre: Computers
ISBN: 1522580255

Cyberculture is a particularly complex issue. It is seen as a fantastic meeting point of classic philosophers with postmodern theorists, politicians with community engineers, contemporary sophists with software engineers, and artists with rhetoricians. Today, cyberculture is identified highly with new media and digital rhetoric and could be used to create a comprehensive map of modern culture. Present and Future Paradigms of Cyberculture in the 21st Century is a comprehensive research publication that explores the influence of the internet and internet culture on society as a whole. Highlighting a wide range of topics such as digital media, activism, and psychology, this book is ideal for academicians, researchers, sociologists, psychologists, anthropologists, and students.

The Politics of Ephemeral Digital Media

The Politics of Ephemeral Digital Media
Author: Sara Pesce
Publisher: Routledge
Total Pages: 264
Release: 2016-05-26
Genre: Performing Arts
ISBN: 1317512685

In the age of "complex Tv", of social networking and massive consumption of transmedia narratives, a myriad short-lived phenomena surround films and TV programs raising questions about the endurance of a fictional world and other mediatized discourse over a long arc of time. The life of media products can change direction depending on the variability of paratextual materials and activities such as online commentaries and forums, promos and trailers, disposable merchandise and gadgets, grassroots video production, archives, and gaming. This book examines the tension between permanence and obsolescence in the production and experience of media byproducts analysing the affections and meanings they convey and uncovering the machineries of their persistence or disposal. Paratexts, which have long been considered only ancillary to a central text, interfere instead with textual politics by influencing the viewers’ fidelity (or infidelity) to a product and affecting a fictional world’s "life expectancy". Scholars in the fields of film studies, media studies, memory and cultural studies are here called to observe these byproducts' temporalities (their short form and/or long temporal extention, their nostalgic politics or future projections) and assess their increasing influence on our use of the past and present, on our temporal experience, and, consequently, on our social and political self-positioning through the media.

Wordplay and the Discourse of Video Games

Wordplay and the Discourse of Video Games
Author: Christopher A. Paul
Publisher: Routledge
Total Pages: 227
Release: 2012-03-15
Genre: Games & Activities
ISBN: 1136343059

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.