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Avatar of girl power or sexual plaything? The ambiguity of being Lara.
Disturbances of cultural memory-screen memories, false recognitions, premonitions-disrupt the comfort zone of memorial culture: strictly speaking, deja vu is neither a failure of memory nor a form of forgetting.
Considers the construction of race, gender, and sexuality in virtual reality.
"Originally published as Restlosigkeit. Weltprojekte um 1900. Copyright 2006 Fischer Taschenbuch Verlag in der S. Fisher Verlag HmbH, Frankfurt am Main"--Title page verso.
Nick Dyer-Witheford is associate professor and associate dean in the Faculty of Information and Media Studies at the University of Western Ontario. Greig de Peuter is a doctoral candidate in the School of Communication at Simon Fraser University.
The essays in Small Tech investigate the cultural impact of digital tools and provide fresh perspectives on mobile technologies such as iPods, digital cameras, and PDAs and software functions like cut, copy, and paste and WYSIWYG. Together they advance new thinking about digital environments.
The essays in Small Tech investigate the cultural impact of digital tools and provide fresh perspectives on mobile technologies such as iPods, digital cameras, and PDAs and software functions like cut, copy, and paste and WYSIWYG. Together they advance new thinking about digital environments.
The first introduction to a key thinker in twentieth-century media philosophy and cultural theory.
A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation
From a do-it-yourself Mount Rushmore to an automated tribute to the devastating annual toll of traffic deaths in the United States, this book describes commemoration as a fundamental experience, joining individual and collective identity, and adapting both to the emerging apparatus of "electracy", or digital literacy.
Leading critic Ian Bogost posits that gamecritique is both serious cultural currency and selfparody. Noting that the termgames criticism once struck him as preposterous, Bogost observes that the idea,taken too seriously, risks balkanizing games writing from the rest of culture.
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