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Avatar, Assembled is a curated volume that unpacks videogame and virtual world avatars—not as a monolithic phenomenon (as they are usually framed) but as sociotechnical …
We – the users turned creators and distributors of content – are TIME’s Person of the Year 2006, and AdAge’s Advertising Agency of the Year 2007. We form a new Generation C. We …
The concept of crowdfunding, where grassroots creative projects are funded by the masses through websites such as Kickstarter and Indiegogo, has been steadily gaining attention …
More than a decade after feminists burst forth onto the Internet demanding material access and social intervention, this collection sets out to explore what it means to be a …
Datafied Childhoods examines the multiple ways in which datafication, algorithms, and artificial intelligence (AI) transform the contexts for children: at home, school, and in peer …
The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality games. …
Now in its second edition, Digital Contagions is the first book to offer a comprehensive and critical analysis of the culture and history of the computer virus.At a time when our …
This book re-evaluates the way we examine today’s digital media environment. By looking at how popular culture uses different digital technologies, Digital Fandom bolsters …
In this completely revised and updated version of Digital Fandom, Paul Booth extends his analysis of fandom in the digital environment. With new chapters that focus on the …
Might it be possible to rearticulate the term digital in digital media, so that it refers at least as much to the deft movements or orientations of hands and fingers (of digits) as …