The Computer Culture Reader
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Author |
: Joseph R. Chaney |
Publisher |
: Cambridge Scholars Publishing |
Total Pages |
: 310 |
Release |
: 2009-03-26 |
ISBN-10 |
: 9781443806664 |
ISBN-13 |
: 1443806668 |
Rating |
: 4/5 (64 Downloads) |
Synopsis The Computer Culture Reader by : Joseph R. Chaney
The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social networking applications and virtual museums. In all, the essayists work around and through the notion that the desire to communicate is at the heart of the digital age, and that the opportunity for private and public expression has taken a commanding hold on the modern imagination. The contributors argue, ultimately, that the reference field for the technological and cultural changes at the root of the digital revolution extends well beyond any specific locality, nationality, discourse, or discipline. Consequently, this volume advocates for an adaptable perspective that delivers new insights about the robust and fragile relationships between computers and people.
Author |
: Jason Thompson |
Publisher |
: Cambridge Scholars Publishing |
Total Pages |
: 285 |
Release |
: 2014-07-18 |
ISBN-10 |
: 9781443864374 |
ISBN-13 |
: 1443864374 |
Rating |
: 4/5 (74 Downloads) |
Synopsis The Game Culture Reader by : Jason Thompson
In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.
Author |
: Kyung Hyun Kim |
Publisher |
: Duke University Press |
Total Pages |
: 471 |
Release |
: 2014-03-07 |
ISBN-10 |
: 9780822377566 |
ISBN-13 |
: 082237756X |
Rating |
: 4/5 (66 Downloads) |
Synopsis The Korean Popular Culture Reader by : Kyung Hyun Kim
Over the past decade, Korean popular culture has become a global phenomenon. The "Korean Wave" of music, film, television, sports, and cuisine generates significant revenues and cultural pride in South Korea. The Korean Popular Culture Reader provides a timely and essential foundation for the study of "K-pop," relating the contemporary cultural landscape to its historical roots. The essays in this collection reveal the intimate connections of Korean popular culture, or hallyu, to the peninsula's colonial and postcolonial histories, to the nationalist projects of the military dictatorship, and to the neoliberalism of twenty-first-century South Korea. Combining translations of seminal essays by Korean scholars on topics ranging from sports to colonial-era serial fiction with new work by scholars based in fields including literary studies, film and media studies, ethnomusicology, and art history, this collection expertly navigates the social and political dynamics that have shaped Korean cultural production over the past century. Contributors. Jung-hwan Cheon, Michelle Cho, Youngmin Choe, Steven Chung, Katarzyna J. Cwiertka, Stephen Epstein, Olga Fedorenko, Kelly Y. Jeong, Rachael Miyung Joo, Inkyu Kang, Kyu Hyun Kim, Kyung Hyun Kim, Pil Ho Kim, Boduerae Kwon, Regina Yung Lee, Sohl Lee, Jessica Likens, Roald Maliangkay, Youngju Ryu, Hyunjoon Shin, Min-Jung Son, James Turnbull, Travis Workman
Author |
: Carolyn Korsmeyer |
Publisher |
: |
Total Pages |
: 421 |
Release |
: 2005 |
ISBN-10 |
: OCLC:1311140569 |
ISBN-13 |
: |
Rating |
: 4/5 (69 Downloads) |
Synopsis The Taste Culture Reader by : Carolyn Korsmeyer
Author |
: Nicholas Mirzoeff |
Publisher |
: Psychology Press |
Total Pages |
: 766 |
Release |
: 2002 |
ISBN-10 |
: 0415252210 |
ISBN-13 |
: 9780415252218 |
Rating |
: 4/5 (10 Downloads) |
Synopsis The Visual Culture Reader by : Nicholas Mirzoeff
This thoroughly revised and updated second edition of The Visual Culture Readerbrings together key writings as well as specially commissioned articles covering a wealth of visual forms including photography, painting, sculpture, fashion, advertising, television, cinema and digital culture. The Readerfeatures an introductory section tracing the development of visual culture studies in response to globalization and digital culture, and articles grouped into thematic sections, each prefaced by an introduction by the editor and conclude with suggestions for further reading.
Author |
: Ben Highmore |
Publisher |
: Taylor & Francis |
Total Pages |
: 561 |
Release |
: 2023-05-09 |
ISBN-10 |
: 9781000947380 |
ISBN-13 |
: 1000947386 |
Rating |
: 4/5 (80 Downloads) |
Synopsis The Design Culture Reader by : Ben Highmore
Design is part of ordinary, everyday life, to be found in every room in every building in the world. While we may tend to think of design in terms of highly desirable objects, this book encourages us to think about design as ubiquitous (from plumbing to television) and as an agent of social change (from telephones to weapon systems). The Design Culture Reader brings together an international array of writers whose work is of central importance for thinking about design culture in the past, present and future. Essays from philosophers, media and cultural theorists, historians of design, anthropologists, cultural historians, artists and literary critics all demonstrate the enormous potential of design studies for understanding the modern world. Organised in thematic sections, The Design Culture Reader explores the social role of design by looking at the impact it has in a number of areas - especially globalisation, ecology, and the changing experiences of modern life. Particular essays focus on topics such as design and the senses, design and war and design and technology, while the editor's introduction to the collection provides a compelling argument for situating design studies at the very forefront of contemporary thought.
Author |
: Malcolm Miles |
Publisher |
: Psychology Press |
Total Pages |
: 564 |
Release |
: 2004 |
ISBN-10 |
: 0415302455 |
ISBN-13 |
: 9780415302456 |
Rating |
: 4/5 (55 Downloads) |
Synopsis The City Cultures Reader by : Malcolm Miles
Cities are products of culture and sites where culture is made. By presenting the best of classic and contemporary writing on the culture of cities, this reader provides an overview of the diverse material on the interface between cities and culture.
Author |
: Amelia Jones |
Publisher |
: Psychology Press |
Total Pages |
: 596 |
Release |
: 2003 |
ISBN-10 |
: 0415267056 |
ISBN-13 |
: 9780415267052 |
Rating |
: 4/5 (56 Downloads) |
Synopsis The Feminism and Visual Culture Reader by : Amelia Jones
Challenging the notion of feminism as a unified discourse, this book assembles writings that address art, film, architecture, popular culture, new media, and other visual fields from a feminist perspective. The book combines classic texts with six newly commissioned pieces. Articles are grouped into thematic sections, each introduced by the editor. Providing a framework within which to understand the shifts in feminist thinking in visual studies, as well as an overview of major feminist theories of the visual, this reader also explores how issues of race, class, nationality, and sexuality enter into debates about feminism in the field of the visual. -- book cover.
Author |
: Michael Bull |
Publisher |
: Routledge |
Total Pages |
: 487 |
Release |
: 2020-05-31 |
ISBN-10 |
: 9781000184907 |
ISBN-13 |
: 1000184900 |
Rating |
: 4/5 (07 Downloads) |
Synopsis The Auditory Culture Reader by : Michael Bull
The first edition of The Auditory Culture Reader offered an introduction to both classical and recent work on auditory culture, laying the foundations for new academic research in sound studies. Today, interest and research on sound thrives across disciplines such as music, anthropology, geography, sociology and cultural studies as well as within the new interdisciplinary sphere of sound studies itself. This second edition reflects on the changes to the field since the first edition and offers a vast amount of new content, a user-friendly organization which highlights key themes and concepts, and a methodologies section which addresses practical questions for students setting out on auditory explorations. All essays are accessible to non-experts and encompass scholarship from leading figures in the field, discussing issues relating to sound and listening from the broadest set of interdisciplinary perspectives. Inspiring students and researchers attentive to sound in their work, newly-commissioned and classical excerpts bring urban research and ethnography alive with sensory case studies that open up a world beyond the visual. This book is core reading for all courses that cover the role of sound in culture, within sound studies, anthropology, sociology, cultural studies, history, media studies and urban geography.
Author |
: Melanie Swalwell |
Publisher |
: McFarland |
Total Pages |
: 205 |
Release |
: 2015-05-12 |
ISBN-10 |
: 9780786451203 |
ISBN-13 |
: 0786451203 |
Rating |
: 4/5 (03 Downloads) |
Synopsis The Pleasures of Computer Gaming by : Melanie Swalwell
This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies. In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of "cheats" and "easter eggs" in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players' aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.