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The Body and the Screen

The Body and the Screen Author Michele White
ISBN-10 9780262232494
Release 2006
Pages 307
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"White shows that despite the onscreen promise of empowerment and coherence (through depictions of materiality that structure the experience), fragmentation and confusion are constant aspects of Internet spectatorship.--BOOK JACKET.



Producing Women

Producing Women Author Michele White
ISBN-10 9781317680239
Release 2015-03-02
Pages 246
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Producing Women examines the ways femininity is produced through new media. Michele White considers how women are constructed, produce themselves as subjects, form vital production cultures on sites like Etsy, and deploy technological processes to reshape their identities and digital characteristics. She studies the means through which women market traditional female roles, are viewed, and produce and restructure their gendered, raced, eroticized, and sexual identities. Incorporating a range of examples across numerous forms of media—including trash the dress wedding photography, Internet how-to instructions about zombie walk brides, nail polish blogging, DIY crafting, and reborn doll production—Producing Women elucidates women’s production cultures online, and the ways that individuals can critically study and engage with these practices.



Critical Digital Studies

Critical Digital Studies Author Arthur Kroker
ISBN-10 9780802097989
Release 2008
Pages 583
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Since its initial publication, Critical Digital Studies has proven an indispensable guide to understanding digitally mediated culture. Bringing together the leading scholars in this growing field, internationally renowned scholars Arthur and Marilouise Kroker present an innovative and interdisciplinary survey of the relationship between humanity and technology. The reader offers a study of our digital future, a means of understanding the world with new analytic tools and means of communication that are defining the twenty-first century. The second edition includes new essays on the impact of social networking technologies and new media. A new section - "New Digital Media" - presents important, new articles on topics including hacktivism in the age of digital power and the relationship between gaming and capitalism. The extraordinary range and depth of the first edition has been maintained in this new edition. Critical Digital Studies will continue to provide the leading edge to readers wanting to understand the complex intersection of digital culture and human knowledge.



The Screen Media Reader

The Screen Media Reader Author Stephen Monteiro
ISBN-10 9781501311697
Release 2017-01-12
Pages 488
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Offers key historical and interpretative texts on the development and role of "the screen" in communications and the social sphere.



Mediacity

Mediacity Author Frank Eckardt
ISBN-10 9783865961822
Release 2008
Pages 439
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"MEDIACITY: Situations, Practices and Encounters" investigates how the social settings and spaces of the city are created, experienced and practiced through the use and presence of new media. It takes the position that new media enables different settings, practices and behaviours to occur in urban space. Contributions from academics, practitioners and activists from disciplines such as Media Studies, Architecture, Urban Studies, Cultural and Urban Geography and Sociology present a critical reflection on the processes, methods and impacts of technologies in urban space.The MEDIACITY Project seeks to facilitate the transfer of outstanding international knowledge at the Bauhaus-University Weimar in order to intensify research within the interdisciplinary fields of Media Studies, Architecture and Urban Sociology. It aims to research solutions for urban development in a knowledge based society.



Buy It Now

Buy It Now Author Michele White
ISBN-10 9780822352402
Release 2012-07-10
Pages 317
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In Buy It Now, Michele White examines eBay and its emphasis on community and social norms, revealing the cultural assumptions about gender, race, and sexuality that are reinforced throughout the site. She shows how instructional texts, rule systems, and advertisements "configure the user," allowing eBay to indicate how the site is supposed to function while also upholding particular values and practices. White details how eBay reinforces stereotypes about gender and sexuality, looking, for example, at descriptions included in wedding dress listings, and how eBay directs individuals to the "Adult Only" part of the website when they use the search terms "gay" and "lesbian." She discloses the ways that eBay promises a caring community but its "Black Americana" category reproduces racism by allowing sellers' narratives that excuse and romanticize slavery and insult African Americans. White also looks at how participants challenge eBay's categories, rules, and values, examining widely used strategies of resistance by sellers and buyers in the lesbian and gay interest listings. By analyzing the organizational and cultural logics present in eBay, White emphasizes how other Internet settings, including craigslist, are not as transparent, community-oriented, and empowering as they claim. She proposes methods for researching and reconceptualizing new media sites.



Re Inventing the Internet

 Re Inventing the Internet Author Andrew Feenberg
ISBN-10 9789460917349
Release 2012-03-24
Pages 135
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Although it has been in existence for over three decades, the Internet remains a contested technology. Its governance and role in civic life, education, and entertainment are all still openly disputed and debated. The issues include censorship and network control, privacy and surveillance, the political impact of activist blogging, peer to peer file sharing, the effects of video games on children, and many others. Media conglomerates, governments and users all contribute to shaping the forms and functions of the Internet as the limits and potentialities of the technologies are tested and extended. What is most surprising about the Internet is the proliferation of controversies and conflicts in which the creativity of ordinary users plays a central role. The title, (Re)Inventing the Internet, refers to this extraordinary flowering of agency in a society that tends to reduce its members to passive spectators. This collection presents a series of critical case studies that examine specific sites of change and contestation. These cover a range of phenomena including computer gaming cultures, online education, surveillance, and the mutual shaping of digital technologies and civic life.



Getting Under the Skin

Getting Under the Skin Author Bernadette Wegenstein
ISBN-10 UOM:39015063245073
Release 2006
Pages 211
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The body as an object of critical study dominates disciplines across the humanities to such an extent that a new discipline has emerged: body criticism. In Getting Under the Skin, Bernadette Wegenstein traces contemporary body discourse in philosophy and cultural studies to its roots in twentieth-century thought—showing how psychoanalysis, phenomenology, cognitive science, and feminist theory contributed to a new body concept—and studies the millennial body in performance art, popular culture, new media arts, and architecture. Wegenstein shows how the concept of bodily fragmentation has been in circulation since the sixteenth century's investigation of anatomy. The history of the body-in-pieces, she argues, is a history of a struggling relationship between two concepts of the body—as fragmented and as holistic. Wegenstein shows that by the twentieth century these two apparently contradictory movements were integrated; both fragmentation and holism, she argues, are indispensable modes of imagining and configuring the body. The history of the body, therefore, is a history of mediation; but it was not until the turn of the twenty-first century and the digital revolution that the body was best able to show its mediality. After examining key concepts in body criticism, Wegenstein looks at the body as "raw material" in twentieth-century performance art, medical techniques for visualizing the human body, and strategies in popular culture for "getting under the skin" with images of freely floating body parts. Her analysis of current trends in architecture and new media art demonstrates the deep connection of body criticism to media criticism. In this approach to body criticism, the body no longer stands in for something else—the medium has become the body.



Evil Media

Evil Media Author Matthew Fuller
ISBN-10 9780262304405
Release 2012-08-17
Pages 248
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Evil Media develops a philosophy of media power that extends the concept of media beyond its tried and trusted use in the games of meaning, symbolism, and truth. It addresses the gray zones in which media exist as corporate work systems, algorithms and data structures, twenty-first century self-improvement manuals, and pharmaceutical techniques. Evil Media invites the reader to explore and understand the abstract infrastructure of the present day. From search engines to flirting strategies, from the value of institutional stupidity to the malicious minutiae of databases, this book shows how the devil is in the details. The title takes the imperative "Don't be evil" and asks, what would be done any differently in contemporary computational and networked media were that maxim reversed.Media here are about much more and much less than symbols, stories, information, or communication: media do things. They incite and provoke, twist and bend, leak and manage. In a series of provocative stratagems designed to be used, Evil Media sets its reader an ethical challenge: either remain a transparent intermediary in the networks and chains of communicative power or become oneself an active, transformative medium.



Control and Freedom

Control and Freedom Author Wendy Hui Kyong Chun
ISBN-10 9780262533065
Release 2008-09-26
Pages 352
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A work that bridges media archaeology and visual culture studies argues that the Internet has emerged as a mass medium by linking control with freedom and democracy.



Art Power

Art Power Author Boris Groys
ISBN-10 9780262260770
Release 2008-02-08
Pages 200
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Art has its own power in the world, and is as much a force in the power play of global politics today as it once was in the arena of cold war politics. Art, argues the distinguished theoretician Boris Groys, is hardly a powerless commodity subject to the art market's fiats of inclusion and exclusion. In Art Power, Groys examines modern and contemporary art according to its ideological function. Art, Groys writes, is produced and brought before the public in two ways -- as a commodity and as a tool of political propaganda. In the contemporary art scene, very little attention is paid to the latter function. Arguing for the inclusion of politically motivated art in contemporary art discourse, Groys considers art produced under totalitarianism, Socialism, and post-Communism. He also considers today's mainstream Western art -- which he finds behaving more and more according the norms of ideological propaganda: produced and exhibited for the masses at international exhibitions, biennials, and festivals. Contemporary art, Groys argues, demonstrates its power by appropriating the iconoclastic gestures directed against itself -- by positioning itself simultaneously as an image and as a critique of the image. In Art Power, Groys examines this fundamental appropriation that produces the paradoxical object of the modern artwork.



New Media

New Media Author Martin Lister
ISBN-10 9780415431606
Release 2009
Pages 446
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New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies. The authors introduce a wide variety of topics including: how to define the characteristics of new media; social and political uses of new media and new communications; new media technologies, politics and globalization; everyday life and new media; theories of interactivity, simulation, the new media economy; cybernetics, cyberculture, the history of automata and artificial life. Substantially updated from the first edition to cover recent theoretical developments, approaches and significant technological developments, this is the best and by far the most comprehensive textbook available on this exciting and expanding subject. At www.newmediaintro.com you will find: additional international case studies with online references specially created You Tube videos on machines and digital photography a new 'Virtual Camera' case study, with links to short film examples useful links to related websites, resources and research sites further online reading links to specific arguments or discussion topics in the book links to key scholars in the field of new media.



N Paradoxa

N  Paradoxa Author
ISBN-10 PSU:000061862609
Release 2009
Pages
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International feminist art journal



The Digital Dialectic

The Digital Dialectic Author Peter Lunenfeld
ISBN-10 0262621371
Release 2000
Pages 298
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Publisher description: "This text takes an interdisciplinary approach to visual and intellectual cultures as the computer recodes technologies, media and art forms. It includes contributions by scholars, artists and entrepreneurs who combine theoretical investigations with hands-on analysis of the possibilities (and limitations) of new technology. The key concept is the digital dialectic: a method to ground the insights of theory in the constraints of practice.".



Sex and Sexuality in a Feminist World

Sex and Sexuality in a Feminist World Author Karen A. Ritzenhoff
ISBN-10 UOM:39015080818944
Release 2009
Pages 451
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Sex and sexuality are topics that have defined feminism since its inception. What has changed is that there is now a generation of feminists and scholars who are comfortable not only to write in their own disciplines but who incorporate feminist ideas in their research. This book assembles a variety of essays, most of which were written especially for this collection, that negotiate sex and sexuality in historical contexts as well as in contemporary times. There is a common ground of history and (popular) culture among the articles. While different theories of feminism operate in these essays, feminist lenses have allowed the reevaluation of familiar topics from early religious practices to medieval literature to current films and advertising.



Mobile Screens

Mobile Screens Author Nanna Verhoeff
ISBN-10 9789089643797
Release 2012
Pages 212
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"Nanna Verhoeff's new book is a must for anybody interested in visual culture and media theory. It offers a rich and stimulating theoretical account of the central dimension of our contemporary existence--interfacing and navigating both data and physical world through a variety of screens (game consoles, mobile phones, car interfaces, GPS devices, etc.). In the process of exploring these new screen practices, Verhoeff offers fresh perspectives on many of the key questions in media and new media studies as well as a number of new original theoretical concepts. As the first theoretical manual for the society of mobile screens, this book will become an essential reference for all future investigations of our mobile screen condition.--Lev Manovich."--Publisher's description.



The Ethics of Computer Games

The Ethics of Computer Games Author Miguel Sicart
ISBN-10 9780262261531
Release 2011-08-19
Pages 272
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Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.