ABSTRACT

Three decades of societal and cultural alignment of new media have yielded a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. New Media Studies crystallized internationally into an established academic discipline, and this begs the question: where do we stand now? Which new questions are emerging now that new media are being taken for granted, and which riddles are still unsolved? Is contemporary digital culture indeed all about 'you', the participating user, or do we still not really understand the digital machinery and how this constitutes us as 'you'? The contributors to the present book, all employed in teaching and researching new media and digital culture, assembled their 'digital material' into an anthology, covering issues ranging from desktop metaphors to Web 2.0 ecosystems, from touch screens to blogging and e-learning, from role-playing games and cybergothic music to wireless dreams. Together the contributions provide a showcase of current research in the field, from what may be called a 'digital-materialist' perspective. A compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society.

chapter |11 pages

Introduction

Title
From the virtual to matters of fact and concern
Size: 0.16 MB

part |59 pages

Processor

Title
Size: 0.71 MB

chapter |13 pages

Empower yourself, defend freedom!

Title
Playing games during times of war
Size: 0.17 MB

chapter |15 pages

Formatted spaces of participation

Title
Interactive television and the changing relationship between production and consumption
Size: 0.19 MB

chapter |13 pages

Digital objects in e-learning environments

Title
The case of WebCT
Size: 0.17 MB

part |54 pages

Memory

Title
Size: 0.16 MB
Size: 0.16 MB

chapter |14 pages

The design of world citizenship

Title
A historical comparison between world exhibitions and the web
Size: 0.18 MB

chapter |12 pages

‘And machine created music’

Title
Cybergothic music and the phantom voices of the technological uncanny
Size: 0.17 MB

part |52 pages

Network

Title

chapter |12 pages

Moving beyond the artefact

Title
Lessons from participatory culture
Size: 0.16 MB

chapter |12 pages

Participation inside?

Title
User activities between design and appropriation
Size: 0.51 MB

chapter |13 pages

Challenging the magic circle

Title
How online role-playing games are negotiated by everyday life
Size: 0.17 MB

chapter |12 pages

Renaissance now!

Title
The gamers' perspective
Size: 0.16 MB

part |51 pages

Screen

Title

chapter |11 pages

What you get is what you see

Title
Digital images and the claim on the real
Size: 0.16 MB

chapter |10 pages

The pervasive interface

Title
Tracing the magic circle
Size: 0.15 MB

chapter |14 pages

Grasping the screen

Title
Towards a conceptualization of touch, mobility and multiplicity
Size: 0.50 MB

chapter |13 pages

Terra incognita

Title
Computer games, cartography and spatial stories
Size: 0.69 MB

part |45 pages

Keyboard

Title
Size: 0.17 MB

chapter |13 pages

Interfacing by material metaphors

Title
How your mailbox may fool you
Size: 0.47 MB

chapter |15 pages

Hidden practice

Title
Artists' working spaces, tools, and materials in the digital domain
Size: 1.10 MB