Whether by accidental keystroke or deliberate tinkering, technology is often used in ways that are unintended and unimagined by its designers and inventors. Jessa Lingel offers an account of digital technology use that looks beyond Silicon Valley and college dropouts-turned-entrepreneurs. Instead, Lingel tells stories from the margins of countercultural communities that have made the Internet m…
An examination of media and technology use by school-aged youth with disabilities, with an emphasis on media use at home.Most research on media use by young people with disabilities focuses on the therapeutic and rehabilitative uses of technology; less attention has been paid to their day-to-day encounters with media and technology--the mundane, sometimes pleasurable and sometimes frustrating e…
Includes index.How social media and DIY communities have enabled new forms of political participation that emphasize doing and making rather than passive consumption.OCLC-licensed vendor bibliographic record.
"Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media ali…
"Music videos were once something broadcast by MTV and received on our TV screens. Today, music videos are searched for, downloaded, and viewed on our computer screens -- or produced in our living rooms and uploaded to social media. In We Used to Wait, Rebecca Kinskey examines this shift. She investigates music video as a form, originally a product created by professionals to be consumed by non…
"In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects, ambient sound, dialogue, and interface sounds -- both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in th…
A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works.OCLC-licensed vendor bibliographic record.
In Digital Methods, Richard Rogers proposes a methodological outlook for social and cultural scholarly research on the Web that seeks to move Internet research beyond the study of online culture. It is not a toolkit for Internet research, or operating instructions for a software package; it deals with broader questions. How can we study social media to learn something about society rather than …
Overview: How well do children navigate the ocean of information that is available online? The enormous variety of Web-based resources represents both opportunities and challenges for Internet-savvy kids, offering extraordinary potential for learning and social connection but little guidance on assessing the reliability of online information. This book reports on the first large-scale survey to…
Shifting the conversation about the "digital divide" from questions of technological access to questions about opportunities for being involved in participatory culture and acquiring the necessary skills.OCLC-licensed vendor bibliographic record.