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This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.
In this publication, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. This interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity.
In the last ten years, the field of documentary has been subject to substantial paradigm shifts due to the rise of digital media practices. This publication explores some central questions arising in this context: Who are the different interactors networking within the ‘new’ documentary nexus? How can we conceptualize interactive documentary practices as encounters and dynamic interactions within digital media culture and beyond? How can one methodologically approach this complex networked yet dynamic nexus in its constant flux? Developing a coherent and expandable operational set of methods to describe and analyse paradigmatic cases, this book addresses documentary theorists, (new) media scholars and students of media and communication studies who want to gain a survey of current developments in the field of interactive documentary practices.
Imitation is, perhaps more than ever, constitutive of human originality. Many things have changed since the emergence of an original species called Homo sapiens, but in the digital age humans remain mimetic creatures: from the development of consciousness to education, aesthetics to politics, mirror neurons to brain plasticity, digital simulations to emotional contagion, (new) fascist insurrections to viral contagion, we are unconsciously formed, deformed, and transformed by the all too human tendency to imitate—for both good and ill. Crossing disciplines as diverse as philosophy, aesthetics, and politics, Homo Mimeticus proposes a new theory of one of the most influential concepts in western thought (mimesis) to confront some of the hypermimetic challenges of the present and future. Written in an accessible yet rigorous style, Homo Mimeticus appeals to both a specialized and general readership. It can be used in courses of modern and contemporary philosophy, aesthetics, political theory, literary criticism/theory, media studies, and new mimetic studies.
Making Animals Public: television, animality and political engagement focuses on the proliferation of animal content on television and how this has transformed how animals are known and encountered, generating unique modes of televisual animality. The book examines the multiplicity of public realities and knowledges that animals on TV have constituted: from scientific objectivity, to the unique Australian environment, to controversial victims of gross exploitation. Just as television has made animals public in very particular ways, it has also made new publics that have learnt to be affected by them. Thanks to extraordinary access to the ABC’s Natural History and general archives, the authors are able to investigate the dynamic relation between making animals public and making publics over time.
New Directions in Radical Cartography looks at the contemporary debates about the role of maps in society. It explores the emergence of counter-mapping as a distinctive field of practice, and the impact that digital mapping technologies have had on cartographic practice and theory. It includes original research, accounts of mapping projects and detailed readings of maps. The contributors explore how digital mapping technologies have sponsored a new wave of practices that seek to challenge the power that maps are commonly assumed to have. They document the continued vitality of analogue maps in the hands of artists and activists who are pushing the boundaries of what is mappable in different ways. New Directions in Radical Cartography draws on a rich body of mapping work that exists as part of community action, urban ethnography, environmental activism, humanitarianism, and public engagement.
Conspiracy Theories in the Time of Covid-19 provides a wide-ranging analysis of the emergence and development of conspiracy theories during the Covid-19 pandemic, with a focus on the US and the UK. The book combines digital methods analysis of large datasets assembled from social media with politically and culturally contextualised close readings informed by cultural studies. In contrast to other studies which often have an alarmist take on the "infodemic," it places Covid-19 conspiracy theories in a longer historical perspective. It also argues against the tendency to view conspiracy theories as merely evidence of a fringe or pathological way of thinking. Instead, the starting assumption is...
Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life.
Muslims’ online participation: Subaltern spaces, identity, community, and religious belonging European Muslims and New Media offers perspectives on the various ways in which Muslims use new media to form and reform Muslim consciousness, identities, and national and transnational belongings, and contest and negotiate tensions and hegemonic narratives in Western European societies. The authors explore how online discussion groups, social media communities, and other online sites act as a ‘new public sphere’ for Muslim youth to voice their opinions, seek new sources of knowledge, establish social relationships, and ultimately decentre established discourses that are projected on them as M...