Chiefly concerned with MMRPGs (Massively Multiplayer Role-Playing Games) and the communities that they give rise to.In today's complex digital world, we must understand new media expressions and digital experiences not simply as more technologically advanced forms of "writing" that can be understood and analyzed as "texts" but as artifacts in their own right that require a unique skill set. Jus…
"In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So when NBC and MIT launched iCue, an interactive learning venture that combined social networking, online video, and gaming in one multimedia education…
"The MIT Press."These notes from special intensive summer programs on Analog-Digital conversion held at MIT from 1956-1957 focus on problems created when digital equipment is linked with physical systems. A "language" problem arises, for the language of the information-processing equipment is digital and the language of communication in the rest of the system is nearly always in the form of ele…
Interactive fiction--the best-known form of which is the text game or text adventure--has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this…
This collection of papers is the result of a desire to make available reprints of articles on digital signal processing for use in a graduate course offered at MIT. The primary objective was to present reprints in an easily accessible form. At the same time, it appeared that this collection might be useful for a wider audience, and consequently it was decided to reproduce the articles (original…
The history of a crucial decade in the early development of digital technology, focusing on both technical and business issues at two key firms.Between 1946 and 1957 computing went from a preliminary, developmental stage to more widespread use accompanied by the beginnings of the digital computer industry. During this crucial decade, spurred by rapid technological advances, the computer enterpr…
"Davis addresses the "screen time" debate by recognizing that children's experiences of technology and social relationships are qualitatively distinct at different stages of development"--OCLC-licensed vendor bibliographic record.
Scholars from communication and media studies join those from science and technology studies to examine media technologies as complex, sociomaterial phenomena. In recent years, scholarship around media technologies has finally shed the assumption that these technologies are separate from and powerfully determining of social life, looking at them instead as produced by and embedded in distinc…
This is a critical overview of the emerging field of machinima the use of computer game engines to create movies.OCLC-licensed vendor bibliographic record.