"The digital era has brought about huge transformations in the map itself, which to date have been largely conceptualised in spatial terms. Novel objects, forms, processes and approaches have emerged and pose new, pressing questions about the temporality of digital maps and contemporary mapping practices: in spite of its implicit spatiality, digital mapping is strongly grounded in time. This co…
This is the first monograph devoted to the work of one of the foremost contemporary advocates of contemporary critical theory, Andrew Feenberg. It focuses on Feenberg’s central concept, technical politics, and explores his suggestion that democratising technology design is key to a strategic understanding of the process of civilisational change. In this way, it presents Feenberg’s intervent…
The world of communication media has undergone massive changes since the mid-1980s. Along with the extraordinary progress in technological capability, it has experienced stunning decreases in costs; a revolutionary opening up of markets (a phenomenon exemplified by but not limited to the rise of the Internet); the advent of new business models; and a striking acceleration in the rate of change.…
Vidding is a well-established remix practice where fans edit an existing film, music video, TV show, or other performance and set it to music of their choosing. Vids emerged forty years ago as a complicated technological feat involving capturing footage from TV with a VCR and syncing with music—and their makers and consumers were almost exclusively women, many of them queer women. The technol…
In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a videogame. It was the best thing that ever happened to me." So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online and other online games not only offered author Jim Rossignol an excellent escape from the tedium of…
Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates …
Over seventy-five million Americans listen to podcasts every month, and the average weekly listener spends over six hours tuning into podcasts from the more than thirty million podcast episodes currently available. Yet despite the excitement over podcasting, the sounds of podcasting’s nascent history are vulnerable and they remain mystifyingly difficult to research and preserve. Podcast feeds…
Play Redux excels in tying together intellectual traditions that are rooted in literary studies, cognitive science, play studies and several other fields, thereby creating a logical whole. Through this, the book makes service to several academic communities by pointing out their points of contact. This is clearly an important contribution to a growing academic field, and will no doubt become im…
Net neutrality," a dry but crucial standard of openness in network access, began as a technical principle informing obscure policy debates but became the flashpoint for an all-out political battle for the future of communications and culture. Net Neutrality and the Battle for the Open Internet is a critical cultural history of net neutrality that reveals how this intentionally "boring" world of…
Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.” —Edward Castronova, Indiana UniversityVideo games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the h…