Cyberpop

Cyberpop PDF Author: Sidney Eve Matrix
Publisher: Taylor & Francis
ISBN: 020395985X
Category : Performing Arts
Languages : en
Pages : 208

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Book Description
Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts (such as 'virtuality,' 'speed,' and 'Connectivity') operate as a conceptual architecture network linking technologies to information and individual subjects. The chapters then each focus on a particular cyberfiguration, including Hollywood films (GATTACA, The Matrix), popular literature (William Gibson's Neuromancer, Scott Westerfeld's Polymorph), advertising for digital products and services (Apple Computer's '1984/McIntosh' campaign, AT&T's 'mLife' campaign), digital artworks (including virtual females such as Motorola's 'Mya' and Elite Modeling Agency's 'Webbie Tookay,' and work by visual artist Daniel Lee for Microsoft's 'Evolution' campaign), and video games (Tomb Raider). Each close reading illustrates the ways in which representations of digital lifestyles and identities - which typically fetishize computers and celebrate a 'high tech' aesthetic encourage participation in digital capitalism and commodity cyberculture. Matrix argues that popular representations of cyberculture often function as forms of social criticism that creatively inspire audiences to 'think different' (in the words of Mac advertising) about the consequences of the digitalization of everyday life.

Cyberpop

Cyberpop PDF Author: Sidney Eve Matrix
Publisher: Routledge
ISBN: 113550671X
Category : Performing Arts
Languages : en
Pages : 233

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Book Description
Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts (such as 'virtuality,' 'speed,' and 'Connectivity') operate as a conceptual architecture network linking technologies to information and individual subjects. The chapters then each focus on a particular cyberfiguration, including Hollywood films (GATTACA, The Matrix), popular literature (William Gibson's Neuromancer, Scott Westerfeld's Polymorph), advertising for digital products and services (Apple Computer's '1984/McIntosh' campaign, AT&T's 'mLife' campaign), digital artworks (including virtual females such as Motorola's 'Mya' and Elite Modeling Agency's 'Webbie Tookay,' and work by visual artist Daniel Lee for Microsoft's 'Evolution' campaign), and video games (Tomb Raider). Each close reading illustrates the ways in which representations of digital lifestyles and identities - which typically fetishize computers and celebrate a 'high tech' aesthetic encourage participation in digital capitalism and commodity cyberculture. Matrix argues that popular representations of cyberculture often function as forms of social criticism that creatively inspire audiences to 'think different' (in the words of Mac advertising) about the consequences of the digitalization of everyday life.

Cyberpop

Cyberpop PDF Author: Sidney Eve Matrix
Publisher:
ISBN:
Category :
Languages : en
Pages : 197

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Book Description
"Cyberpop: Digital Lifestyles and Commodity Culture is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts such as "virtuality," "speed," and "connectivity" operate as a conceptual architecture network linking technologies to information and individual subjects."--Page 4 cover.

Cyberpop

Cyberpop PDF Author: Sidney Eve Matrix
Publisher: Taylor & Francis
ISBN: 020395985X
Category : Performing Arts
Languages : en
Pages : 208

Get Book

Book Description
Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts (such as 'virtuality,' 'speed,' and 'Connectivity') operate as a conceptual architecture network linking technologies to information and individual subjects. The chapters then each focus on a particular cyberfiguration, including Hollywood films (GATTACA, The Matrix), popular literature (William Gibson's Neuromancer, Scott Westerfeld's Polymorph), advertising for digital products and services (Apple Computer's '1984/McIntosh' campaign, AT&T's 'mLife' campaign), digital artworks (including virtual females such as Motorola's 'Mya' and Elite Modeling Agency's 'Webbie Tookay,' and work by visual artist Daniel Lee for Microsoft's 'Evolution' campaign), and video games (Tomb Raider). Each close reading illustrates the ways in which representations of digital lifestyles and identities - which typically fetishize computers and celebrate a 'high tech' aesthetic encourage participation in digital capitalism and commodity cyberculture. Matrix argues that popular representations of cyberculture often function as forms of social criticism that creatively inspire audiences to 'think different' (in the words of Mac advertising) about the consequences of the digitalization of everyday life.

Cyberpop: Digital Lifestyles and Commodity Culture

Cyberpop: Digital Lifestyles and Commodity Culture PDF Author: Sidney Eve Matrix
Publisher: Routledge
ISBN: 1135506647
Category : Performing Arts
Languages : en
Pages : 207

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Book Description
Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts (such as 'virtuality,' 'speed,' and 'Connectivity') operate as a conceptual architecture network linking technologies to information and individual subjects. The chapters then each focus on a particular cyberfiguration, including Hollywood films (GATTACA, The Matrix), popular literature (William Gibson's Neuromancer, Scott Westerfeld's Polymorph), advertising for digital products and services (Apple Computer's '1984/McIntosh' campaign, AT&T's 'mLife' campaign), digital artworks (including virtual females such as Motorola's 'Mya' and Elite Modeling Agency's 'Webbie Tookay,' and work by visual artist Daniel Lee for Microsoft's 'Evolution' campaign), and video games (Tomb Raider). Each close reading illustrates the ways in which representations of digital lifestyles and identities - which typically fetishize computers and celebrate a 'high tech' aesthetic encourage participation in digital capitalism and commodity cyberculture. Matrix argues that popular representations of cyberculture often function as forms of social criticism that creatively inspire audiences to 'think different' (in the words of Mac advertising) about the consequences of the digitalization of everyday life.

The Culture of Digital Fighting Games

The Culture of Digital Fighting Games PDF Author: Todd Harper
Publisher: Routledge
ISBN: 1136747648
Category : Games & Activities
Languages : en
Pages : 158

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Book Description
This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

Place and Politics in Latin American Digital Culture

Place and Politics in Latin American Digital Culture PDF Author: Claire Taylor
Publisher: Routledge
ISBN: 131791208X
Category : Art
Languages : en
Pages : 225

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Book Description
This volume explores one of the central issues that has been debated in internet studies in recent years: locality, and the extent to which cultural production online can be embedded in a specific place. The particular focus of the book is on the practices of net artists in Latin America, and how their work interrogates some of the central place-based concerns of Latin(o) American identity through their on- and offline cultural practice. Six particular works by artists of different countries in Latin America and within Latina/o communities in the US are studied in detail, with one each from Uruguay, Chile, Argentina, Colombia, the US-Mexico border, and the US. Each chapter explores how each artist represents place in their works, and, in particular how traditional place-based affiliations, or notions of territorial identity, end up reproduced, re-affirmed, or even transformed online. At the same time, the book explores how these net.artists make use of new media technologies to express alternative viewpoints about the locations they represent, and use the internet as a space for the recuperation of cultural memory.

Save As... Digital Memories

Save As... Digital Memories PDF Author: J. Garde-Hansen
Publisher: Springer
ISBN: 0230239412
Category : Social Science
Languages : en
Pages : 209

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Book Description
This groundbreaking and truly interdisciplinary collection of essays examines how digital media technologies require us to rethink established conceptualisations of human memory in terms of its discourses, forms and practices.

Digital Audiobooks

Digital Audiobooks PDF Author: Iben Have
Publisher: Routledge
ISBN: 131758807X
Category : Social Science
Languages : en
Pages : 164

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Book Description
Audiobooks are rapidly gaining popularity with widely accessible digital downloading and streaming services. This book engages with the digital form of audiobooks, framing audiobook listening as both a remediation of literature and an everyday activity that creates new reading experiences that can be compared to listening to music or the radio. Have and Stougaard Pedersen challenge the historical notion that audiobook listening is a compensatory activity or a second-rate reading experience, while seeking to establish a dialogue between sound studies and media studies, comparative literature, aesthetics, and sociology.

Feminism, Labour and Digital Media

Feminism, Labour and Digital Media PDF Author: Kylie Jarrett
Publisher: Routledge
ISBN: 1317517997
Category : Computers
Languages : en
Pages : 192

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Book Description
There is a contradiction at the heart of digital media. We use commercial platforms to express our identity, to build community and to engage politically. At the same time, our status updates, tweets, videos, photographs and music files are free content for these sites. We are also generating an almost endless supply of user data that can be mined, re-purposed and sold to advertisers. As users of the commercial web, we are socially and creatively engaged, but also labourers, exploited by the companies that provide our communication platforms. How do we reconcile these contradictions? Feminism, Labour and Digital Media argues for using the work of Marxist feminist theorists about the role of domestic work in capitalism to explore these competing dynamics of consumer labour. It uses the concept of the Digital Housewife to outline the relationship between the work we do online and the unpaid sphere of social reproduction. It demonstrates how feminist perspectives expand our critique of consumer labour in digital media. In doing so, the Digital Housewife returns feminist inquiry from the margins and places it at the heart of critical digital media analysis.

Citizen Participation and Political Communication in a Digital World

Citizen Participation and Political Communication in a Digital World PDF Author: Alex Frame
Publisher: Routledge
ISBN: 1317388550
Category : Language Arts & Disciplines
Languages : en
Pages : 230

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Book Description
The arrival of the participatory web 2.0 has been hailed by many as a media revolution, bringing with it new tools and possibilities for direct political action. Through specialised online platforms, mainstream social media or blogs, citizens in many countries are increasingly seeking to have their voices heard online, whether it is to lobby, to support or to complain about their elected representatives. Politicians, too, are adopting "new media" in specific ways, though they are often criticised for failing to seize the full potential of online tools to enter into dialogue with their electorates. Bringing together perspectives from around the world, this volume examines emerging forms of citizen participation in the face of the evolving logics of political communication, and provides a unique and original focus on the gap which exists between political uses of digital media by the politicians and by the people they represent.