You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Technically Together takes the reader on a thoughtful tour of the key writings on community and technology and the current debates that surround them to provide a clear understanding of the challenges new technologies present for theories of social interaction.
This collection of short expository, critical and speculative texts offers a field guide to the cultural, political, social and aesthetic impact of software. Experts from a range of disciplines each take a key topic in software and the understanding of software, such as algorithms and logical structures.
This volume focuses on very young children’s (aged 0-8) rights in a digital world. It gathers current research from around the globe that focuses on young children’s rights as agental citizens to the provision of and participation in digital devices and content—as well as their right to protection from harm. The UN Digital Rights Framework of 2014 addresses children’s needs, agency and vulnerability to harm in today’s digital world and implies roles and responsibilities for a variety of social actors including the state, families, schools, commercial entities, researchers and children themselves. This volume presents a broad range of research, including chapters on parental supervi...
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.
Internet research spans many disciplines. From the computer or information s- ences, through engineering, and to social sciences, humanities and the arts, almost all of our disciplines have made contributions to internet research, whether in the effort to understand the effect of the internet on their area of study, or to investigate the social and political changes related to the internet, or to design and develop so- ware and hardware for the network. The possibility and extent of contributions of internet research vary across disciplines, as do the purposes, methods, and outcomes. Even the epistemological underpinnings differ widely. The internet, then, does not have a discipline of study...
Michèle Lamont takes us into the world inhabited by working-class men--the world as they understand it. Interviewing black and white working-class men who, because they are not college graduates, have limited access to high-paying jobs and other social benefits, she constructs a revealing portrait of how they see themselves and the rest of society. Morality is at the center of these workers' worlds. They find their identity and self-worth in their ability to discipline themselves and conduct responsible but caring lives. These moral standards function as an alternative to economic definitions of success, offering them a way to maintain dignity in an out-of-reach American dreamland. But thes...
"A best-seller, Michelle Remembers was the first book written on the subject of satanic ritual abuse and is an important part of the controversies beginning in the 1980s regarding satanic ritual abuse and "recovered" memory. The book has subsequently been discredited by several investigations which found no corroboration of the book's events, and that the events described in the book were extremely unlikely and in some cases impossible. ... Soon after the book's publication, Pazder was forced to withdraw his assertion that it was the Church of Satan that had abused Smith when Anton LaVey (who founded the church years after the alleged events of Michelle Remembers) threatened to sue for libel"--Wikipedia.
This volume addresses ongoing debates in the field of audience research by exploring relevant conceptual and methodological issues concerning the systematic study of digital audiences.
In Cyberhenge, Douglas E. Cowan brings together two fascinating and virtually unavoidable phenomena of contemporary life--the Internet and the new religious movement of Neopaganism. For growing numbers of Neopagans-Wiccans, Druids, Goddess-worshippers, and others--the Internet provides an environment alive with possibilities for invention, innovation, and imagination. Fr om angel channeling, biorhythms, and numerology to e-covens and cybergroves where neophytes can learn everything from the Wiccan Rede to spellworking, Cowan illuminates how and why Neopaganism is using Internet technology in fascinating new ways as a platform for invention of new religious traditions and the imaginative performance of ritual. This book is essential reading for students and scholars of new religious movements, and for anyone interested in the intersections of technology and faith.
How are human computation systems developed in the field of citizen science to achieve what neither humans nor computers can do alone? Through multiple perspectives and methods, Libuse Hannah Veprek examines the imagination of these assemblages, their creation, and everyday negotiation in the interplay of various actors and play/science entanglements at the edge of AI. Focusing on their human-technology relations, this ethnographic study shows how these formations are marked by intraversions, as they change with technological advancements and the actors' goals, motivations, and practices. This work contributes to the constructive and critical ethnographic engagement with human-AI assemblages in the making.