|
Showing 1 - 5 of
5 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.
|
You may like...
The Expendables 4
Jason Statham, Sylvester Stallone
Blu-ray disc
R329
Discovery Miles 3 290
|