The massively multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illum…
New online technologies have brought with them a great promise of freedom. The computer and particularly the Internet have been represented as enabling technologies, turning consumers into users and users into producers. Furthermore, lay people and amateurs have been enthusiastically greeted as heroes of the digital era. This thoughtful study casts a fresh light on the shaping of user participa…
Digital media everyday inscribe new patterns of time, promising instant communication, synchronous collaboration, intricate time management, and profound new advantages in speed. The essays in this volume reconsider these outward interfaces of convenience by calling attention to their supporting infrastructures, the networks of digital time that exert pressures of conformity and standardization…
In recent years, new and established media have penetrated, challenged, and often surpassed in significance traditional institutions of socialization and education. Moreover, the social organization of knowledge production and distribution has become highly mediated through increasingly complex combinations of information and communication technologies. The papers in this volume are exploring i…
A proposal to move the academic area of digital media and learning toward more coherence.
"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.
“What do walking, weaving, observing, singing, storytelling, drawing and writing have in common? The answer is that they all proceed along lines of one kind or another.” This is the first Q&A in Tim Ingold’s seminal Lines. A brief history (2007). In The Life of Lines, the sequel from 2015, he opposes lines and blobs and proceeds: “Life began when lines began to emerge and to escape the …
Museums today find themselves within a mediatised society, where everyday life is conducted in a data-full and technology-rich context. In fact, museums are themselves mediatised: they present a uniquely media-centred environment, in which communicative media is a constitutive property of their organisation and of the visitor experience. The Routledge Handbook of Museums, Media and Communicatio…
The Routledge Companion to Media and Race serves as a comprehensive guide for scholars, students, and media professionals who seek to understand the key debates about the impact of media messages on racial attitudes and understanding. Broad in scope and richly presented from a diversity of perspectives, the book is divided into three sections: first, it summarizes the theoretical approaches tha…
The Routledge Companion to British Media History provides a comprehensive exploration of how different media have evolved within social, regional and national contexts. The 50 chapters in this volume, written by an outstanding team of internationally respected scholars, bring together current debates and issues within media history in this era of rapid change, and also provide students and rese…