Glen Creeber, Royston Martin (eds.): Digital Cultures: Understanding New Media (2008)

23 January 2010, dusan

From Facebook to the iPhone, from YouTube 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 contains case studies which provide 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.

Publisher Open University Press, 2008
ISBN 0335221971, 9780335221974
Length 205 pages

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Elizabeth Losh: Virtualpolitik: An Electronic History of Government Media-Making in a Time of War, Scandal, Disaster, Miscommunication, and Mistakes (2009)

14 November 2009, dusan

Today government agencies not only have official Web sites but also sponsor moderated chats, blogs, digital video clips, online tutorials, videogames, and virtual tours of national landmarks. Sophisticated online marketing campaigns target citizens with messages from the government—even as officials make news with digital gaffes involving embarrassing e-mails, instant messages, and videos. In Virtualpolitik, Elizabeth Losh closely examines the government’s digital rhetoric in such cases and its dual role as media-maker and regulator. Looking beyond the usual focus on interfaces, operations, and procedures, Losh analyzes the ideologies revealed in government’s digital discourse, its anxieties about new online practices, and what happens when officially sanctioned material is parodied, remixed, or recontextualized by users.

Losh reports on a video game that panicked the House Intelligence Committee, pedagogic and therapeutic digital products aimed at American soldiers, government Web sites in the weeks and months following 9/11, PowerPoint presentations by government officials and gadflies, e-mail as a channel for whistleblowing, digital satire of surveillance practices, national digital libraries, and computer-based training for health professionals.

Losh concludes that the government’s virtualpolitik—its digital realpolitik aimed at preserving its own power—is focused on regulation, casting as criminal such common online activities as file sharing, videogame play, and social networking. This policy approach, she warns, indefinitely postpones building effective institutions for electronic governance, ignores constituents’ need to shape electronic identities to suit their personal politics, and misses an opportunity to learn how citizens can have meaningful interaction with the virtual manifestations of the state.

Publisher MIT Press, 2009
ISBN 0262123045, 9780262123044
416 pages

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Nick Montfort, Ian Bogost: Racing the Beam: The Atari Video Computer System (2009)

3 November 2009, dusan

The Atari Video Computer System dominated the home videogame market so completely that “Atari” became the generic term for a videogame console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential videogame console from both computational and cultural perspectives.

Studies of digital media have rarely investigated platforms—the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars’ Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games.

Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

Publisher MIT Press, 2009
ISBN 026201257X, 9780262012577
Length 184 pages

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