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Exploring feminist social media tactics that use humor and laughter as a form of resistance to misogyny, rewiring feelings of shame into shamelessness. Online sexism, hate, and harassment aim to silence women through shaming and fear. In Who's Laughing Now? Jenny Sundén and Susanna Paasonen examine a somewhat counterintuitive form of resistance: humor. Sundén and Paasonen argue that feminist social media tactics that use humor, laughter, and a sense of the absurd to answer name-calling, offensive language, and unsolicited dick pics can reroute and rewire shame into a self-assured shamelessness.
What does it mean to be embodied online? What are the conditions of cybersubjectivity? In Material Virtualities, Jenny Sundén explores the rarely acknowledged borderland between typists and textual bodies, speaking and writing, and physicality and imagination in online encounters. Through careful ethnographic investigations of a text-based virtual world called WaterMOO, Sundén shows how texts, bodies, and machines are linked together in ways that demand a new understanding of the writing subject. Drawing on contemporary feminist and queer theory, she questions the opposition between disembodied, high-tech masculinity and embodied, earth-bound femininity, insisting on the need for a radical materialization of cybercultural studies that discloses the «virtual» as itself embodied.
Since World War II, the biological and technological have been fusing and merging in new ways, resulting in the loss of a clear distinction between the two. This entanglement of biology with technology isn't new, but the pervasiveness of that integration is staggering, as is the speed at which the two have been merging in recent decades. As this process permeates more of everyday life, the urgent necessity arises to rethink both biology and technology. Indeed, the human body can no longer be regarded either as a bounded entity or as a naturally given and distinct part of an unquestioned whole. Bits of Life assumes a posthuman definition of the body. It is grounded in questions about today's biocultures, which pertain neither to humanist bodily integrity nor to the anthropological assumption that human bodies are the only ones that matter. Editors Anneke Smelik and Nina Lykke aid in mapping changes and transformations and in striking a middle road between the metaphor and the material. In exploring current reconfigurations of bodies and embodied subjects, the contributors pursue a technophilic, yet critical, path while articulating new and thoroughly appraised ethical standards.
What does it mean to study supposedly global media phenomena from a Nordic perspective? In which ways could a Nordic feminist perspective on digital media make a difference in relation to dominant research traditions? What would be particular and unique about Nordic cyberfeminism – compared to the “unmarked” version of cyberfeminism dominating the field today? These are some of the questions that this book sets out to answer. Cyberfeminism in Northern Lights: Digital Media and Gender in a Nordic Context pushes the boundaries of contemporary cyberfeminism significantly. Against the background of an expanding body of research in the field of digital media and gender – which to this dat...
The Internet crosses established boundaries of previously separate fields of communication and research. In its wake, new borderlands are opened up - characterized by mixes of private and public, production and consumption, and play and politics. This book explores those borderlands and overviews key issues in the study of Internet culture. Digital Borderlands investigates four ways in which identities are shaped through interactive uses of the Internet - love relations, gendered bodies, girl webzines, and cosmopolitan sites all exemplify how new media transforms older forms of popular entertainment and political culture.
Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication in 2008, Coming of Age in Second Life was the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among...
The advanced technologies being used in diagnosis and care within modern medicine, whilst supporting and making medical practices possible, may also conflict with established traditions of medicine and care. What happens to the patient in a technologized medical environment? How are doctors', nurses' and medical scientists' practices changed when artefacts are involved? How is knowledge negotiated, or relations of power reconfigured? Technology and Medical Practice addresses these developments and dilemmas, focusing on various practices with technologies within hospitals and sociotechnical systems of care. Combining science and technology studies with medical sociology, the history of medicine and feminist approaches to science, this book presents analyses of artefacts-in-use across a variety of settings within the UK, USA and Europe, and will appeal to sociologists, anthropologists and scholars of science and technology alike.
The Handbook of Internet Studies HANDBOOKS IN COMMUNICATION AND MEDIA “Highly recommended.” CHOICE “A state-of-the-art collection that represents and celebrates the diversity of theoretical and disciplinary approaches marking this brave new field. A new must-have reference book for Internet studies.” Caroline Haythornthwaite, University of Illinois “This indispensable volume reflects the complexity of Internet studies – indeed, the Internet itself – by bringing together a diverse set of voices, geographies, disciplines, and arguments. It is not only an important resource for practitioners, but will also spark the curiosity of those on the edges of the field, including humanists...
How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and mak...
The Cultural History of the Avant-Garde in the Nordic Countries Since 1975 brings the series of cultural histories of the avant-garde in the Nordic countries up to the present. It discusses revisions and continuations of historical practices since 1975.