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In this incisive and timely work, Adrienne L. Massanari discusses how culture is created and challenged on Reddit.com, the self-proclaimed «front page of the internet». Massanari's ethnographic work provides a detailed examination of the contradictions that shape Reddit's culture and how they reflect its role as an epicenter of geek culture.
In a digital age of perceived anonymity and diminishing face-to-face contact what does it mean to be true to thyself? Has the internet given us license to be false to others, without consequence? Technology has given us capabilities we previously did not have and changed the way we think about time and space. Although research is now being done on many aspects of the interplay between humans and technology, there currently exists a vacuum regarding behavior and usage of technology. This edited volume contains some of the best research on digital ethics from authors in communication, law, information studies, education, philosophy, political science, computer science, and business on topics that range from sexting to piracy. This groundbreaking volume contributes to the growing body of knowledge in this area and provides a much-needed resource for scholars and teachers interested in exploring ethics in this new digital world.
In this incisive and timely work, Adrienne L. Massanari discusses how culture is created and challenged on Reddit.com, the self-proclaimed «front page of the internet». Massanari's ethnographic work provides a detailed examination of the contradictions that shape Reddit's culture and how they reflect its role as an epicenter of geek culture.
New perspectives on the misinformation ecosystem that is the production and circulation of fake news. What is fake news? Is it an item on Breitbart, an article in The Onion, an outright falsehood disseminated via Russian bot, or a catchphrase used by a politician to discredit a story he doesn't like? This book examines the real fake news: the constant flow of purposefully crafted, sensational, emotionally charged, misleading or totally fabricated information that mimics the form of mainstream news. Rather than viewing fake news through a single lens, the book maps the various kinds of misinformation through several different disciplinary perspectives, taking into account the overlapping cont...
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.
Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.
Web Site Design is Communication Design is written for practitioners, trainers, and students of Communication, Business, Information Science and Media Design. This book is based on a series of case studies of the web site design processes in smaller and larger organizations, including Amazon and Microsoft. It offers a well-researched, reflective and thorough analysis of the activities undertaken, in combination with practical, real-life experiences of web site designers and producers. It pays attention to the often complicated organizational context that web designers and producers have to work in, while they serve both bosses and target groups to their best intents. The importance of careful evaluation is stressed throughout the book and the in concluding checklists, which guide the practitioner through the design process, from initial idea through site maintenance and re-design.
Examining the cross-cultural interactions of Japanese videogames and the West—from corporate sales strategies and game development to DIY localization by fans. In the early days of arcades and Nintendo, many players didn’t recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected ...
This book takes an extensive look at the many different types of users and cultures that comprise the popular social media platform Tumblr. Though it does not receive nearly as much attention as other social media such as Twitter or Facebook, Tumblr and its users have been hugely influential in creating and shifting popular culture, especially progressive youth culture, with the New York Times referring to 2014 as the dawning of the “age of Tumblr activism.” Perfect for those unfamiliar with the platform as well as those who grew up on it, this volume contains essays and artwork that span many different topics: fandom; platform structure and design; race, gender and sexuality, including queer and trans identities; aesthetics; disability and mental health; and social media privacy and ethics. An entire generation of young people that is now beginning to influence mass culture and politics came of age on Tumblr, and this volume is an indispensable guide to the many ways this platform works.
Many users of the Internet are aware of bots: automated programs that work behind the scenes to come up with search suggestions, check the weather, filter emails, or clean up Wikipedia entries. More recently, a new software robot has been making its presence felt in social media sites such as Facebook and Twitter – the socialbot. However, unlike other bots, socialbots are built to appear human. While a weatherbot will tell you if it's sunny and a spambot will incessantly peddle Viagra, socialbots will ask you questions, have conversations, like your posts, retweet you, and become your friend. All the while, if they're well-programmed, you won't know that you're tweeting and friending with a robot. Who benefits from the use of software robots? Who loses? Does a bot deserve rights? Who pulls the strings of these bots? Who has the right to know what about them? What does it mean to be intelligent? What does it mean to be a friend? Socialbots and Their Friends: Digital Media and the Automation of Sociality is one of the first academic collections to critically consider the socialbot and tackle these pressing questions.