SLSA: Digital Culture
Virtual presence for attendees and those interested in the 2023 annual meeting of the Society for Literature, Science, and the Arts. Books on sale, University of Minnesota Press information, and more.
UNIVERSITY OF MINNESOTA PRESS: 40% OFF BOOKS + FREE SHIPPING
All books below are 40% off using code MNSLSA23. Code expires December 1, 2023.
BROWSE BOOKS:
PHILOSOPHY AND THEORY // ART AND MEDIA // ENVIRONMENT
POLITICS AND ACTIVISM // ANIMALS AND SOCIETY // ANTHROPOLOGY
SCIENCE AND TECHNOLOGY // DIGITAL CULTURE // ETHNOGRAPHY
RACE // GENDER AND SEXUALITY // GEOGRAPHY
LITERATURE // LITERARY CRITICISM // DISABILITY STUDIES
- Brouhaha Worlds of the Contemporary Lionel Ruffel 2017 Spring
- A rigorous inquiry into the question of the “contemporary” in an era of hypermediation and globalization
- 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 Bonnie Ruberg and Adrienne Shaw, Editors 2017 Spring
- A landmark anthology opens video game studies to queer culture
- Mixed Realism Videogames and the Violence of Fiction Timothy J. Welsh 2016 Fall
- What can be learned from reading videogames and novels through the same lens?
- 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 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 Gary Hall 2016 Fall
- The contemporary university’s implications for the future organization of labor
- Program Earth Environmental Sensing Technology and the Making of a Computational Planet Jennifer Gabrys 2016 Spring
- How sensors are changing our environmental relationships
- Internet Spaceships Are Serious Business An EVE Online Reader Marcus Carter, Kelly Bergstrom and Darryl Woodford, Editors 2016 Spring
- The first sustained analysis of the hugely successful and complex MMOG, EVE Online
- On the Existence of Digital Objects Yuk Hui 2016 Spring
- How and why digital objects are best theorized through relations
- 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 David S. Roh 2015 Fall
- “Illegal” publications have real value for society and culture
- How to Talk about Videogames Ian Bogost 2015 Fall
- A fond look at the preposterous—and yet essential—pursuit of games criticism
- Improper Names Collective Pseudonyms from the Luddites to Anonymous Marco Deseriis 2015 Fall
- The first comprehensive analysis of the shared pseudonym, a collective strategy to build symbolic power that challenges established forms of political and aesthetic representation
- Coin-Operated Americans Rebooting Boyhood at the Video Game Arcade Carly A. Kocurek 2015 Fall
- How and why video gaming culture became the domain of young men and boys
- The Poetics of Information Overload From Gertrude Stein to Conceptual Writing Paul Stephens 2015 Spring
- What does avant-garde poetry have to say about information technology? A lot.
- Necromedia Marcel O’Gorman 2015 Spring
- An unusual answer to a common question: Why does technology play such a powerful role in our culture?
- A Geology of Media Jussi Parikka 2015 Spring
- A sweeping new ecological take on technology
- Players and Their Pets Gaming Communities from Beta to Sunset Mia Consalvo and Jason Begy 2015 Spring
- An unprecedented look at the lifespan of an online game that went against the grain
- Digital Shift The Cultural Logic of Punctuation Jeff Scheible 2015 Spring
- Examines the punctuation of our digital lives and why it matters
- World Projects Global Information before World War I Markus Krajewski 2014 Fall
- Before Google and globalization, big-thinking Germans brought the world closer together
- 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
- The Anthrobscene Jussi Parikka 2015 Spring
- Critiques the environmental destruction caused by media technologies in the anthropocene era
- Laruelle Against the Digital Alexander R. Galloway 2014 Fall
- Explores the digital as a philosophical concept
- 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
- Nauman Reiterated Janet Kraynak 2014 Spring
- What unifies the work of Bruce Nauman?
- 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
- Humanesis Sound and Technological Posthumanism David Cecchetto 2013 Spring
- A search for acoustic resonance leads to an important new critique of posthumanist studies
- 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
- The Heretical Archive Digital Memory at the End of Film Domietta Torlasco 2013 Spring
- Explores how contemporary digital artworks are changing our memories of film and our understanding of the cinematic and psychoanalytic archives