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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.
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.
A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation
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.
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.
"Originally published as Restlosigkeit. Weltprojekte um 1900. Copyright 2006 Fischer Taschenbuch Verlag in der S. Fisher Verlag HmbH, Frankfurt am Main"--Title page verso.
An original exploration of the ways cyberspace affects human experience.New technologies suggest new ideas about embodiment: our "reach" extends to global sites through the Internet; we enter cyberspace through the engines of virtual reality. In this book, a leading philosopher of technology explores the meaning of bodies in technology-how the sense of our bodies and of our orientation in the world is affected by the various information technologies.Bodies in Technology begins with an analysis of embodiment in cyberspace, then moves on to consider ways in which social theorists have interpreted or overlooked these conditions. An astute and sensible judge of these theories, Don Ihde is a uniquely provocative and helpful guide through contemporary thinking about technology and embodiment, drawing on sources and examples as various as video games, popular films, the workings of e-mail, and virtual reality techniques.Charting the historical, philosophical, and practical territory between virtual reality and real life, this work is an important contribution to the national conversation on the impact technology-and information technology in particular-has on our lives in a wired, global age.
Considers the construction of race, gender, and sexuality in virtual reality.
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.
Avatar of girl power or sexual plaything? The ambiguity of being Lara.
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