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Showing 1 - 6 of 6 matches in All Departments
Gender and Digital Culture offers a unique contribution to the theoretical and methodological understandings of digital technology as inherently gendered and classed. The silences within, through and from the systems we experience every day, create inequalities that are deeply affective and constitute very real forms of algorithmic vulnerability. The book explores these lived and mundane algorithmic vulnerabilities across three interrelated research projects. These focus on recent digital phenomena including sexting, selfies and wearables, and particular decision-making systems used in health, education and social services. Central to this book are the themes of irreconcilability and the datalogical. It makes the case that feminism and gender politics have become increasingly irreconcilable with not only long-running debates around representation and embodiment, but also with conceptions of the technological, conceptions of the user and of the systems themselves. In keeping with longstanding feminist scholarship, these irreconcilabilities can be productive and generative; they can be used to interrogate the power politics of digital culture. By studying the lived and routine elements of digital technologies, Gender and Digital Culture asks about the many convolutions that are held together through the everyday use of these technologies, and the implications for how gender and technology are approached, discussed and theorised.
Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
Gender and Digital Culture offers a unique contribution to the theoretical and methodological understandings of digital technology as inherently gendered and classed. The silences within, through and from the systems we experience every day, create inequalities that are deeply affective and constitute very real forms of algorithmic vulnerability. The book explores these lived and mundane algorithmic vulnerabilities across three interrelated research projects. These focus on recent digital phenomena including sexting, selfies and wearables, and particular decision-making systems used in health, education and social services. Central to this book are the themes of irreconcilability and the datalogical. It makes the case that feminism and gender politics have become increasingly irreconcilable with not only long-running debates around representation and embodiment, but also with conceptions of the technological, conceptions of the user and of the systems themselves. In keeping with longstanding feminist scholarship, these irreconcilabilities can be productive and generative; they can be used to interrogate the power politics of digital culture. By studying the lived and routine elements of digital technologies, Gender and Digital Culture asks about the many convolutions that are held together through the everyday use of these technologies, and the implications for how gender and technology are approached, discussed and theorised.
When user-generated content (UGC) emerged as a central facet of the BBC's digital presence, it seemed to engage directly with the public service remit in a modern and multiplatform way. Content Cultures examines this key moment of digital affluence and creativity as the BBC embraced user-generated content across the news, civic and creative spheres. Based on original research, the book explores the resources generated using UGC, from Blast to Adventure Rock, from the BBC Hub to Newsround and The Archers message boards. Whether UGC referred to citizen journalism, oral and digital storytelling, the civic, political or creative engagement of young people, disseminating stories from local communities, or reflecting on historical moments, it appeared to promote and transform longstanding BBC agendas into and within a digital era. This book also presents the lessons we need to carry forward as the digital and new media landscape evolves, and as the BBC continues to shape this terrain.
The feminist movement, we have been told, is history. This lively book reveals that on the contrary the feminist movement is alive and kicking, still as engaged with the concerns and ways of seeing as it was in the 1960s, 70s and 80s, still demanding its political place. Renewing Feminisms sets out the claim for a feminism that is renewed, re-invigorated and re-imagined. Renewing Feminisms offers a timely contribution to current debates about lived and imagined feminism today. The contributors, both longstanding feminists and emerging feminist scholars, take a fresh look at feminist critiques and methodologies, recalling the power of past feminist interventions, as well as presenting a new call for future initiatives in media and cultural studies. Re-investigating the past facilitates a claim over the future, and all the contributions to this book make clear that feminism is not only far from over, it is lived and experienced in the everyday, and on personal and political levels. Divided into four key sections, the book revisits major feminist areas, investigating representational issues, those of agency and narrative, media forms and formats, and the traditional boundaries of the public and the private. What emerges is a real intervention into media and cultural studies in terms of how we understand them today.
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