ACH: Digital Culture

Virtual presence for attendees and those interested in the 2022 annual meeting of the Association for Computers and the Humanities. Books on sale, University of Minnesota Press information, and more.

UNIVERSITY OF MINNESOTA PRESS: 40% OFF BOOKS

All books below are 40% off using code MN89220. Code expires July 1, 2022.

BROWSE BOOKS:

SCIENCE AND TECHNOLOGY     //    THEORY     //     DIGITAL CULTURE     //    DESIGN

LITERARY CRITICISM     //     RACE     //    WOMEN'S STUDIES, GENDER, AND SEXUALITY

DEBATES IN THE DIGITAL HUMANITIES SERIES    //    FORERUNNERS SERIES

BACK TO ALL BOOKS ON SALE

Disconnect: Facebook’s Affective Bonds Disconnect Facebook’s Affective Bonds Tero Karppi 2018 Fall
An urgent examination of the threat posed to social media by user disconnection, and the measures websites will take to prevent it
Archaeologies of Touch: Interfacing with Haptics from Electricity to Computing Archaeologies of Touch Interfacing with Haptics from Electricity to Computing David Parisi 2018 Spring
A material history of haptics technology that raises new questions about the relationship between touch and media
Deconstruction Machines: Writing in the Age of Cyberwar Deconstruction Machines Writing in the Age of Cyberwar Justin Joque 2018 Spring
A bold new theory of cyberwar argues that militarized hacking is best understood as a form of deconstruction
Playing with Feelings: Video Games and Affect Playing with Feelings Video Games and Affect 2018 Spring
How gaming intersects with systems like history, bodies, and code
Making Things and Drawing Boundaries: Experiments in the Digital Humanities Making Things and Drawing Boundaries Experiments in the Digital Humanities Jentery Sayers, Editor 2017 Fall
A major new look at why art, digitization, and design are vital to “making” in the humanities
New Lines: Critical GIS and the Trouble of the Map New Lines Critical GIS and the Trouble of the Map Matthew W. Wilson 2017 Fall
A provocative critique of Geographic Information Science
Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames Metagaming Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames Stephanie Boluk and Patrick LeMieux 2017 Spring
A playful and provocative call to stop playing videogames and begin making metagames
Queer Game Studies Queer Game Studies Bonnie Ruberg and Adrienne Shaw, Editors 2017 Spring
A landmark anthology opens video game studies to queer culture
Anti-Book: On the Art and Politics of Radical Publishing Anti-Book On the Art and Politics of Radical Publishing Nicholas Thoburn 2016 Fall
A major new look at experimental political writing and publishing
The Participatory Condition in the Digital Age The Participatory Condition in the Digital Age Darin Barney, Gabriella Coleman, Christine Ross, Jonathan Sterne and Tamar Tembeck, Editors 2016 Fall
An unprecedented transdisciplinary call to reassess the meaning of participation in the digital age
The Uberfication of the University The Uberfication of the University Gary Hall 2016 Fall
The contemporary university’s implications for the future organization of labor
Computing as Writing Computing as Writing Daniel Punday 2015 Fall
If we consider e-book authors to be writers, should we think of e-book programmers as writers, too?
Illegal Literature: Toward a Disruptive Creativity Illegal Literature Toward a Disruptive Creativity David S. Roh 2015 Fall
“Illegal” publications have real value for society and culture
How to Talk about Videogames How to Talk about Videogames Ian Bogost 2015 Fall
A fond look at the preposterous—and yet essential—pursuit of games criticism
A Geology of Media A Geology of Media Jussi Parikka 2015 Spring
A sweeping new ecological take on technology
Digital Shift: The Cultural Logic of Punctuation Digital Shift The Cultural Logic of Punctuation Jeff Scheible 2015 Spring
Examines the punctuation of our digital lives and why it matters
Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture Gaming at the Edge Sexuality and Gender at the Margins of Gamer Culture Adrienne Shaw 2014 Fall
A major new analysis of the representation of marginalized groups in video games
Reading Writing Interfaces: From the Digital to the Bookbound Reading Writing Interfaces From the Digital to the Bookbound 2014 Spring
Uncovers a lineage of writers and thinkers who have rebelled against the means of production
Comparative Textual Media: Transforming the Humanities in the Postprint Era Comparative Textual Media Transforming the Humanities in the Postprint Era N. Katherine Hayles and Jessica Pressman, Editors 2013 Fall
Proposes a new paradigm for the humanities by recognizing print as a medium within a comparative context
Off the Network: Disrupting the Digital World Off the Network Disrupting the Digital World Ulises Ali Mejias 2013 Spring
Critiques how the Internet, social media, and the digital network change users’ understanding of the world
Digital Memory and the Archive Digital Memory and the Archive Wolfgang Ernst Jussi Parikka, Editor 2012 Fall
Explores how media infrastructure, not content, shapes contemporary digital culture
Gameplay Mode: War, Simulation, and Technoculture Gameplay Mode War, Simulation, and Technoculture Patrick Crogan 2011 Fall
Understanding the military logics that created and continue to inform computer games
remixthebook remixthebook Mark Amerika 2011 Fall
A model of contemporary remixing and a groundbreaking reflection on digital media
Into the Universe of Technical Images Into the Universe of Technical Images Vilém Flusser 2011 Spring
An examination of the promise and peril of digital communication technologies
Does Writing Have a Future? Does Writing Have a Future? Vilém Flusser 2011 Spring
A prescient exploration of the fate of the book in the digital age
From A to <A>: Keywords of Markup From A to <A> Keywords of Markup Bradley Dilger and Jeff Rice, Editors 2010 Fall
Essays exploring the role of markup in contemporary discourse
Hypertext and the Female Imaginary Hypertext and the Female Imaginary Jaishree K. Odin 2010 Fall
Explores the use of hypertext in postmodern electronic and film media by women
Tactical Media Tactical Media Rita Raley 2009 Spring
The first book to focus exclusively on the tactics and goals of new media art activists
Edited Clean Version: Technology and the Culture of Control Edited Clean Version Technology and the Culture of Control Raiford Guins 2009 Spring
Where is censorship in the age of digital technology?
Ex-foliations: Reading Machines and the Upgrade Path Ex-foliations Reading Machines and the Upgrade Path Terry Harpold 2008 Fall
A sophisticated consideration of technologies of reading in the digital age

There are currently no items in this folder.