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Digital cultures / edited by Glen Creeber and Royston Martin.

Van Pelt Library HM851 .D56 2009
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Format:
Book
Contributor:
Creeber, Glen, 1962-
Martin, Royston.
Language:
English
Subjects (All):
Information society.
Information technology--Social aspects.
Information technology.
Physical Description:
xii, 205 pages ; 24 cm
Other Title:
Digital cultures : understanding new media
Place of Publication:
Maidenhead : Open University Press, 2009.
Summary:
From Facebook to the iPhone, from You Tube to Wikipedia, from Grand Theft Auto to Second Life - this book explores new media's most important issues and debates in an accessible and engaging text for newcomers to the field.
With technological change continuing to unfold at an incredible rate, Digital Cultures rounds-up major events in the media's recent past to help develop a clear understanding of the theoretical and practical debates that surround this emerging discipline. It addresses issues such as:
What is new media?
How is new media changing our lives?
Is new media having a positive or negative effect on culture and human communication?
Each chapter includes a case study which provides an interesting and lively balance between the well-trodden and the newly emerging themes in the field. Topics covered include digital television, digital cinema, gaming, digital democracy, mobile phones, the World Wide Web, digital news, online social networking, music and multimedia, virtual communities and the digital divide.
Digital Cultures is an essential introductory guide for all media and communication studies students, as well as those with a general interest in new media and its impact on the world around us.
Contents:
1 Digital Theory: Theorizing New Media / Glen Creeber Case Study: Digital aesthetics, Sean Cubitt 11
2 On The Net: Navigating the World Wide Web / David Bell Case Study: Wikipedia, David Gauntlet 30
3 Digital Television: High definitions / Michele Hilmes Case Study: Making Television News in the Digital Age, Damien Steward 46
4 Digital Cinema: Virtual screens / Michael Allen Case Study: Star Wars Episode II: Attack of the Clones, Michael Allen 61
5 Video Games: Platforms, programmes and players / Gérard Kraus Case Study: Bioshock, Gérard Kraus 76
6 Digital Music: Production, distribution and consumption / Jamie Sexton Case Study: The i-Pod, Jamie Sexton 92
7 Participatory Culture: Mobility, interactivity and identity Matt Hills Case Study: Social networking & self-identity / Matt Hills 107
8 The Digital Divide: Scarcity, inequality and conflict / Last Moyo Case Study: Virtual wars, Sebastian Kaempf 122
9 Digital Democracy: Enhancing the public sphere / Last Moyo Case Study: Electronic votes in Haiti, Time Pershing 139
10 After New Media: Everywhere always on / Royston Martin Case Study: Natural Language Processing (NLP), Alexander Clark 157.
Notes:
Includes bibliographical references (pages 179-198) and index.
ISBN:
0335221971
9780335221974
033522198X
9780335221981
OCLC:
307254416

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