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Electronic Literature considers new forms and genres of writing that exploit the capabilities of computers and networks – literature that would not be possible without the contemporary digital context. In this book, Rettberg places the most significant genres of electronic literature in historical, technological, and cultural contexts. These include combinatory poetics, hypertext fiction, interactive fiction (and other game-based digital literary work), kinetic and interactive poetry, and networked writing based on our collective experience of the Internet. He argues that electronic literature demands to be read both through the lens of experimental literary practices dating back to the ea...
Silicon Valley in the 2030s is not so different from today, filled with vaguely sexist CEOs, contested inequality politics, and startups that are almost a joke. After she loses her job when her startup folds and loses her home to California's annual wildfires, Sara joins the latest thing: an unnamed tech giant's quasi-utopian community, floating above the drowned land that was once Monterey. Alone on the inside with a thousand mysteriously chosen strangers, Sara is insulated by an all-powerful corporation from the turmoil of crumbling governments and a changing climate. Everyone around her seems incredibly thankful, rescued from gig work and student loans and bad news, but she can't find her own gratitude. As she learns more about her new home, she begins to see the cracks in its perfect facade. She must choose between surveillance and lies from the anonymous algorithms that protect her or face a vulnerable life outside the system to which she has signed away her next five years. Leaving, she learns, may not even be an option.
"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resi...
The first systematic, comprehensive reference covering the ideas, genres, and concepts behind digital media. The study of what is collectively labeled “New Media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.
This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.
In this lucid book an eminent scholar, teacher, and author takes a critical look at the nature and direction of English studies in America. Robert Scholes offers a thoughtful and witty intervention in current debates about educational and cultural values and goals, showing how English came to occupy its present place in our educational system, diagnosing the educational illness he perceives in today’s English departments, and recommending theoretical and practical changes in the field of English studies. Scholes’s position defies neat labels—it is a deeply conservative expression of the wish to preserve the best in the English tradition of verbal and textual studies, yet it is a radica...
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
This accessible, introductory text explains the importance of studying 'everyday life' in the social sciences. Susie Scott examines such varied topics as leisure, eating and drinking, the idea of home, and time and schedules in order to show how societies are created and reproduced by the apparently mundane 'micro' level practices of everyday life. Each chapter is organized around three main themes: 'rituals and routines', 'social order', and 'challenging the taken-for-granted', with intriguing examples and illustrations. Theoretical approaches from ethnomethodology, Symbolic Interactionism and social psychology are introduced and applied to real-life situations, and there is clear emphasis ...
This book provides a long-overdue account of online technology and its impact on the work and lifestyles of professional employees. It moves between the offices and homes of workers in the knew "knowledge" economy to provide intimate insight into the personal, family, and wider social tensions emerging in today’s rapidly changing work environment. Drawing on her extensive research, Gregg shows that new media technologies encourage and exacerbate an older tendency among salaried professionals to put work at the heart of daily concerns, often at the expense of other sources of intimacy and fulfillment. New media technologies from mobile phones to laptops and tablet computers, have been marke...
This book presents a state-of-the-art overview of the relationship between globalization studies and literature and literary studies, and the bearing that they have on each other. It engages with the manner in which globalization is thematized in literary works, examines the relationship between globalization theory and literary theory, and discusses the impact of globalization processes on the production and reception of literary texts. Suman Gupta argues that, while literature has registered globalization processes in relevant ways, there has been a missed articulation between globalization studies and literary studies. Examples are given of some of the ways in which this slippage is now b...