Description
key features:
a user’s guide - marginal notes - case studies - glossary of terms - an expanded and annotated bibliography to help with further study
new to this edition:
- videogames
- television and technological change
- Expanded conceptual discussions covering configuration, simulation, virtuality, mobile and networked media.
- New chapters on:
simulation - science and technology studies - the history of immersive media - music as new media - the economics of the ‘long tail’ - the viral - ‘wikis’ and Web 2.0 - technology, causality and culture
- A new user-friendly text design with even more illustrations
Table of Contents
List of Illustrations. List of Case Studies. Authors’ Biographies. Preface to the Second Edition Introduction The Book’s Purpose. Our Approach to the Subject. The Book’s Historical Dimension. The Book’s Emphasis on Wider Questions of Culture and Technology. The Book’s Organisation. How to Use the Book. The Book’s Parts Part 1: New Media and New Technologies 1.1 New Media: Do we Know What They Are? 1.2 The Characteristics of New Media: Some Defining Concepts 1.3 Change and Continuity 1.4 What Kind of History? 1.5 Who was Dissatisfied with Old Media? 1.6 New Media: Determining Or Determined? Bibliography Part 2: New Media and Visual Culture 2.1 What Happened to Virtual Reality? 2.2 The Virtual and Visual Culture 2.3 The Digital Virtual 2.4 Immersion: A History 2.5 Perspective, Camera, Software 2.6 Virtual Images/Images of the Virtual 2.7 Digital Cinema. Bibliography Part 3: Networks Users and Economics 3.1 Introduction 3.2 What Is the Internet? 3.3 Historicising Net Studies 3.4 Economics and Networked Media Culture 3.5 Political Economy 3.6 The Social Form of New Media 3.7 Limits on Commercial Influence 3.8 Globalisation, Neo-Liberalism and the Internet 3.9 The Digital Divide 3.10 Boom and Bust in the Digital Economy 3.11 Intellectual Property Rights, Determined and Determining 3.12 Music as New Media 3.13 The Long Tail 3.14 Going Viral 3.15 Fragmentation and Convergence 3.16 Wiki Worlds and Web 2.0 3.17 Identities and Communities Online 3.18 Being Anonymous 3.19 Belonging 3.20 Living in the Interface 3.21 The Internet and the Public Sphere 3.22 User-Generated Content: We are all Fans Now 3.23 YouTube and Post Television 3.24 Conclusion. Bibliography Part 4: New Media In Everyday Life 4.1 Everyday Life In Cyberspace 4.2 Everyday Life In a Media Home 4.3 The Technological Shaping of Everyday Life 4.4 The Everyday Posthuman: New Media and Identity 4.5 Gameplay 4.6 Conclusion: Everyday Cyberculture. Bibliography Part 5: Cyberculture: Technology, Nature and Culture 5.1 Cyberculture and Cybernetics 5.2 Revisiting Determinism: Physicalism, Humanism and Technology 5.3 Biological Technologies: The History of Automata 5.4 Theories of Cyberculture. Bibliography Glossary Index
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