Series Editors: N. Katherine Hayles, Peter Krapp, Rita Raley and Samuel Weber. Founding Editor: Mark Poster.
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
The Perversity of Things Hugo Gernsback on Media, Tinkering, and Scientifiction The founder of science fiction and his other inventions
The Participatory Condition in the Digital Age An unprecedented transdisciplinary call to reassess the meaning of participation in the digital age
Mixed Realism Videogames and the Violence of Fiction What can be learned from reading videogames and novels through the same lens?
Program Earth Environmental Sensing Technology and the Making of a Computational Planet How sensors are changing our environmental relationships
On the Existence of Digital Objects How and why digital objects are best theorized through relations
How to Talk about Videogames A fond look at the preposterous—and yet essential—pursuit of games criticism
A Geology of Media A sweeping new ecological take on technology
World Projects Global Information before World War I Before Google and globalization, big-thinking Germans brought the world closer together
Reading Writing Interfaces From the Digital to the Bookbound Uncovers a lineage of writers and thinkers who have rebelled against the means of production
Nauman Reiterated What unifies the work of Bruce Nauman?
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 evolution as a blind and chaotic watchmaker
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.
Roy Christopher: Summer Reading List Jun 21, 2016 Authors Rita Raley and Andre Carrington weigh in on their summer 2016 picks.
Public Books: How to Write about Videogames Feb 15, 2016 Reviews of How to Talk about Videogames by Ian Bogost and Coin-Operated Americans by Carly Kocurek.
Boston Globe: Smart, engaging videogame commentary Dec 17, 2015 The conversation about video games is blossoming right now. It’s a million conversations, really, touching upon everything from arcane design philosophies to games’ political messages to the never-ending debates about free speech. Review of Ian Bogost's How to Talk about Videogames.
PopMatters: Do We Need a Book That Talks About Videogames in Relation to Kant's Thoughts on the Sublime? Nov 30, 2015 Whether you played Pac-Man as a kid, are a videogame fanatic, or simply enjoy 'Words with Friends,' HOW TO TALK ABOUT VIDEOGAMES has much to offer.
How Apple's transcendent chihuahua killed the revolution Jun 16, 2015 Longreads excerpt of Ian Bogost's The Geek's Chihuahua.