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The New Media and Cybercultures Anthology
"Underscoring the larger socio-political, economic and cultural contexts of digital and new media cultures, this refreshingly diverse and interdisciplinary collection of scholarship offers a significant and timely contribution to the field of cyberculture studies." "What are cybercultures? Today, this question can only be asked and answered in the plural. The New Media and Cybercultures Anthology gives us a broad and well-nigh definitive sampling of reflections on how new technologies have changed our lives." "It is obvious that screens, and what happens on them, are only part of the story of new media in the early 21st century. These texts, ambitiously brought together by Pramod K. Nayar, provide some significant signposts for grasping the networks of flesh, fiber and affect operating inside, outside and beyond the screen." "This collection gathers together interesting and important essays which enable its readers to usefully and sensibly approach to the studies of new media and cyberculture."
—Kristin Scott, George Mason University
—Steven Shaviro, author of Connected, Or, What It Means To Live in the Network Society
—Ryan Griffis, University of Illinois, Urbana-Champaign
—Terri He, Kaohsiung Medical University and National University of Kaohsiung, Taiwan
Pramod K. Nayar (Edited by), PK Nayar (Author)
9781405183086, Wiley
Hardback, published 9 April 2010
576 pages
25.4 x 18 x 3.6 cm, 1.125 kg
"Recommended. Lower-and-upper division undergraduates; general readers." (Choice , 1 April 2011) "This collection is a timely, thought-provoking reflection on the social and cultural impacts of cyberspace and new media. I highly recommend it to scholars, teachers, students and indeed all those interested in new media and cyberculture." (M/C Reviews, September 11, 2010)
Moving beyond traditional cyberculture studies paradigms in several key ways, this comprehensive collection marks the increasing convergence of cyberculture with other forms of media, and with all aspects of our lives in a digitized world.
Preface ix Acknowledgments x Acknowledgments to Sources xii Introduction 1 Part One THEORIES, POETICS, PRACTICES 7 1 Web Sphere Analysis and Cybercultural Studies 11 2 What Does it Mean to be Posthuman? 19 3 Digitextuality and Click Theory: Theses on Convergence Media in the Digital Age 29 4 The Double Logic of Remediation 46 5 The Database 50 6 Making Meaning of Mobiles: A Theory of Apparatgeist 65 Part Two SPACE, PLACE, COMMUnitY 77 7 Post-Sedentary Space 79 8 The End of Geography or the Explosion of Place?: Conceptualizing Space, Place and Information Technology 90 9 Asphalt Games: Enacting Place Through Locative Media 109 10 Thought on the Convergence of Digital Media, Memory, and Social and Urban Spaces 117 Part Three RACE IN/AND CYBERSPACE 129 11 Cybertyping and the Work of Race in the Age of Digital Reproduction 132 12 Thinking Through the Diaspora: Call Centers, India, and a New Politics of Hybridity 151 13 Voices of the Marginalized on the Internet: Examples from a Website for Women of South Asia 166 Part Four BODIES, EMBODIMENT, BIOPOLITICS 183 14 Hypes, Hopes and Actualities: New Digital Cartesianism and Bodies in Cyberspace 15 The Bioethics of Cybermedicalization 209 16 Biocolonialism, Genomics, and the Databasing of the Population 221 Part Five GENDER, SEX, AND SEXUALITIES 251 17 Assembling Bodies in Cyberspace: Technologies, Bodies, and Sexual Difference 254 18 Lesbians in (Cyber)space: The Politics of the Internet in Latin American On- and Off-line Communities 268 19 E-Rogenous Zones: Positioning Pornography in the Digital Economy 284 20 Race, Gender and Sex on the Net: Semantic Networks of Selling and Storytelling Sex Tourism 307 Part Six POLITICS, POLITICAL ACTION, ACTIVISM 325 21 Internet Studies in Times of Terror 328 22 Free Labor: Producing Culture for the Digital Economy 335 23 Ensuring Minority Rights in a Pluralistic and “Liquid” Information Society 357 24 Hacktivism: All Together in the Virtual 369 Part Seven GAMES, GAMING, META-UNIVERSES 379 25 Games Telling Stories: A Brief Note on Games and Narratives 382 26 WoW is the New MUD: Social Gaming from Text to Video 394 27 Women and Games: Technologies of the Gendered Self 408 28 To the White Extreme: Conquering Athletic Space, White Manhood, and Racing Virtual Reality 425 29 Your Second Life?: Goodwill and the Performativity of Intellectual Property in Online Digital Gaming 441 Part Eight The Digital, the Mobile, The Personal, and the Everyday 465 30 Taking Risky Opportunities in Youthful Content Creation: Teenagers’ Use of Social Networking Sites for Intimacy, Privacy and Self-expression 468 31 Dynamics of Internet Dating 483 32 Screening Moments, Scrolling Lives: Diary Writing on the Web 499 33 Your Life in Snapshots: Mobile Weblogs 515 34 Assembling Portable Talk and Mobile Worlds: Sound Technologies and Mobile Social Networks 526 35 New Media, Networking and Phatic Culture 534 Index 544
Kirsten Foot
N. Katherine Hayles
Anna Everett Copyrighted Material
Jay David Bolter and Richard Grusin
Lev Manovich
James E. Katz and Mark A. Aakhus
William J. Mitchell
Stephen Graham
Michele Chang and Elizabeth Goodman
Federico Casalegno
Lisa Nakamura
Raka Shome
Ananda Mitra
Megan Boler 185
Andy Miah and Emma Rich
Eugene Thacker
Dianne Currier
Elisabeth Jay Friedman
Blaise Cronin and Elisabeth Davenport
Peter A. Chow-White
David Silver and Alice Marwick
Tiziana Terranova
Birgitte Kofod Olsen
Tim Jordan
Jesper Juul
Torill Elvira Mortensen
Pam Royse, Joon Lee, Baasanjav Undrahbuyan, Mark Hopson, and Mia Consalvo
David J. Leonard
Andrew Herman, Rosemary J. Coombe, and Lewis Kaye
Sonia Livingstone
Helene M. Lawson and Kira Leck
Madeleine Sorapure
Nicola Döring and Axel Gundolf
John Farnsworth and Terry Austrin
Vincent Miller
Subject Areas: Society & culture: general [JF]
