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- Everything you need to know about new media in one accessible, easy to navigate volume!
From Facebook to the iPhone, from YouTube to Wikipedia, from Grand Theft Auto to Second Life - this book explores new media’s most important issues and debates in an accessible and engaging text for newcomers to the field.
With technological change continuing to unfold at an incredible rate, Digital Cultures rounds-up major events in the media’s recent past to help develop a clear understanding of the theoretical and practical debates that surround this emerging discipline. It addresses issues such as:
- What is new media?
- How is new media changing our lives?
- Is new media having a positive or negative effect on culture and human communication?
Each chapter contains case studies which provide an interesting and lively balance between the well-trodden and the newly emerging themes in the field.
Topics covered include digital television, digital cinema, gaming, digital democracy, mobile phones, the World Wide Web, digital news, online social networking, music and multimedia, virtual communities and the digital divide.
Digital Cultures is an essential introductory guide for all media and communication studies students, as well as those with a general interest in new media and its impact on the world around us.
|Publisher:||McGraw-Hill Professional Publishing|
|Product dimensions:||6.90(w) x 9.70(h) x 0.63(d)|
Table of Contents
List of contributors x
Introduction Glen Creeber Royston Martin 1
1 Digital Theory: Theorizing New Media Glen Creeber Case Study: Digital aesthetics Sean Cubitt 11
2 On The Net: Navigating the World Wide Web David Bell Case Study: Wikipedia David Gauntlet 30
3 Digital Television: High definitions Michele Hilmes Case Study: Making Television News in the Digital Age Damien Steward 46
4 Digital Cinema: Virtual screens Michael Allen Case Study: Star Wars Episode II: Attack of the Clones Michael Allen 61
5 Video Games: Platforms, programmes and players Gérard Kraus Case Study: Bioshock Gérard Kraus 76
6 Digital Music: Production, distribution and consumption Jamie Sexton Case Study: The i-Pod Jamie Sexton 92
7 Participatory Culture: Mobility, interactivity and identity Matt Hills Case Study: Social networking & self-identity Matt Hills 107
8 The Digital Divide: Scarcity, inequality and conflict Last Moyo Case Study: Virtual wars Sebastian Kaempf 122
9 Digital Democracy: Enhancing the public sphere Last Moyo Case Study: Electronic votes in Haiti Time Pershing 139
10 After New Media: Everywhere always on Royston Martin Case Study: Natural Language Processing (NLP) Alexander Clark 157
Appendix: 'New Media - a timeline' 170