Series Editors:
Mark Poster, Samuel Weber and Katherine Hayles
Electronic Mediations
Electronically mediated communication has established lasting and significant changes in society and culture, politics and economics, thinking and being. From the development, adoption, and now international ubiquity of the Internet to virtual reality technologies, the mainstream popularity of video games, the genre of literary hypertexts, and a proliferation of digital art and other new media art forms, technology has infused everyday life and all aspects of our interaction, communication, and expression.
The books in this series explore the humanistic and social implications of these new technologies.
About This Book
Books in this Series
Comparative Textual Media
Transforming the Humanities in the Postprint Era
Proposes a new paradigm for the humanities by recognizing print as a medium within a comparative context
Off the Network
Disrupting the Digital World
Critiques how the Internet, social media, and the digital network change users’ understanding of the world
Summa Technologiae
From the acclaimed author of the science fiction novel Solaris, a pre-Dawkins exposition of human and nonhuman life
Digital Memory and the Archive
Explores how media infrastructure, not content, shapes contemporary digital culture
How to Do Things With Videogames
A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation
Noise Channels
Glitch and Error in Digital Culture
Brings to light the critical role of noise and error in the creative potential of digital culture
Gameplay Mode
War, Simulation, and Technoculture
Understanding the military logics that created and continue to inform computer games
Digital Art and Meaning
Reading Kinetic Poetry, Text Machines, Mapping Art, and Interactive Installations
How to interpret and critique digital arts, in theory and in practice
Vilém Flusser
An Introduction
The first introduction to a key thinker in twentieth-century media philosophy and cultural theory
Into the Universe of Technical Images
An examination of the promise and peril of digital communication technologies
Hypertext and the Female Imaginary
Explores the use of hypertext in postmodern electronic and film media by women
Screens
Viewing Media Installation Art
Investigates how viewers experience screen-based art in museums
Games of Empire
Global Capitalism and Video Games
Analyzes video games and their links with capitalism, militarism, and social control
Tactical Media
The first book to focus exclusively on the tactics and goals of new media art activists
Reticulations
Jean-Luc Nancy and the Networks of the Political
Revealing how networks reopen our understanding of political discourse today
Digital Baroque
New Media Art and Cinematic Folds
A surprising and original application of theories of new media art
Ex-foliations
Reading Machines and the Upgrade Path
A sophisticated consideration of technologies of reading in the digital age
Digitize This Book!
The Politics of New Media, or Why We Need Open Access Now
How open access can transform academia for the better
Digitizing Race
Visual Cultures of the Internet
The implications of how we see and exhibit race and ethnicity online
Small Tech
The Culture of Digital Tools
Experts examine the ways digital tools affect social and cultural experience
Database Aesthetics
Art in the Age of Information Overflow
Discovering the role of data in creating a new way of experiencing—and making—art.
Wireless Writing in the Age of Marconi
Correlates Italian and European modernism with early wireless technology
The Souls of Cyberfolk
Posthumanism as Vernacular Theory
Considers the construction of race, gender, and sexuality in virtual reality
Déjà Vu
Aberrations of Cultural Memory
The pitfalls of cultural memory and forgetting, understood through the genealogy of the phenomenon called déjà vu
Connected, or What It Means to Live in the Network Society
One of our most exciting thinkers explores the look and feel of our cultural moment
Cognitive Fictions
The first comprehensive look at the effect of new technologies on contemporary American fiction
Cybering Democracy
Public Space and the Internet
Reconceptualizes the relationship between participatory democracy, technology, and space
Cyberculture
A clear explanation and provocative look at the impact of new technologies on world society.
What’s the Matter with the Internet?
A provocative investigation into the social and cultural implications of the Internet by a leading cultural critic.
High Techne
Art and Technology from the Machine Aesthetic to the Posthuman
Explores our changing cultural perceptions of the relations between technology and art.
Digital Sensations
Space, Identity, and Embodiment in Virtual Reality
Considers the cultural and philosophical assumptions underlying virtual reality, and how the technology affects the real world.
Related News
Museum of Modern Art Puts Its Game Face On
Nov 30, 2012
Does the MoMA’s induction of 14 video games actually settle anything about the “are video games art” debate?
The Critical Lede interview Ian Bogost
Apr 24, 2012
Podcast interview with Ian Bogost, author of HOW TO DO THINGS WITH VIDEOGAMES.
JiME: How to Do Things With Videogames
Mar 27, 2012
The Journal of Interactive Media in Education reviews Ian Bogost's short collection of essays.
The Curse of Cow Clicker: How a Cheeky Satire Became a Videogame Hit
Dec 19, 2011
Feature in WIRED on Ian Bogost's Farmville spoof videogame and its wide popularity. Bogost is author of HOW TO DO THINGS WITH VIDEOGAMES.
Doug Miles interviews Ian Bogost
Oct 10, 2011
Ian Bogost discusses HOW TO DO THINGS WITH VIDEOGAMES with Doug Miles at the Tampa Bay Media Examiner.








