Series Editors: Mark Poster, Samuel Weber and Katherine Hayles
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
Does Writing Have a Future? A prescient exploration of the fate of the book in the digital age
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
The Exploit A Theory of Networks From P2P protocols to al-Qaeda, a new approach to network culture
Database Aesthetics Art in the Age of Information Overflow Discovering the role of data in creating a new way of experiencing—and making—art.
Cyberspaces of Everyday Life How network technologies produce social space
Gaming Essays on Algorithmic Culture A groundbreaking examination of the rise of video games.
Avatars of Story Traces the transformation of storytelling in the digital age
Wireless Writing in the Age of Marconi Correlates Italian and European modernism with early wireless technology
Electronic Monuments An eclectic and surprising study documenting the diversification of witnessing
Lara Croft Cyber Heroine Avatar of girl power or sexual plaything? The ambiguity of being Lara
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
Biomedia The merging of computer science and molecular biology, genetic codes and computer codes
Avatar Bodies A Tantra for Posthumanism An ethically-based approach to human relations for the media age
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
Writings Key writings from one of Europe’s most provocative theorists
Bodies in Technology An original exploration of the ways cyberspace affects human experience.
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.
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.