Contact The MIT Press Information on how to order from The MIT Press Access your saved shopping cart, e-mail list subscriptions, order history, address book, and other info in the Your Profile area MIT Press Home Page


Related Disciplines
COMPUTER SCIENCE &
INTELLIGENT SYSTEMS
- Computers & Human Interaction
- Game Studies
- New Media
HUMANITIES
- Education
- History, Philosophy, & Sociology of Technology
- Social Science
- Sociology
SCIENCE, TECHNOLOGY, & SOCIETY
- Computers & Society
- The Internet & Cyberculture
- Technology
- Technology Studies

Director's Greeting


This page features a sampling of our recent titles about digital culture, the digital frontier, and game studies.

Given our home at the Massachusetts Institute of Technology, it's no surprise that the MIT Press publishes frequently about technology, with an emphasis on how technology changes our lives. As a publisher known for innovative publishing that supports emerging fields of scholarship, we welcomed the recent opportunity to participate in the MacArthur Foundation’s initiative on digital media and learning.

The six books that begin this list explore topics that frame the exploration of digital media and learning; they will be followed in early 2009 by the launch of a new scholarly journal in the field, The International Journal of Learning and Media.

As a scholarly publisher, we find this inquiry into digital minds of more than theoretical interest. Today's digital youth are tomorrow's authors and readers of our books. We care deeply about these topics and I hope you will enjoy reading about them.


Ellen W. Faran
Director
The MIT Press




All titles in this section are available in open access digital editions.

Civic Life Online
Learning How Digital Media Can Engage Youth
Edited by W. Lance Bennett

The relationship of participation in online communities to civic and political engagement.
$16 paper • 978-0-262-52482-7

Learning Race and Ethnicity
Youth and Digital Media
Edited by Anna Everett

An exploration of how issues of race and ethnicity play out in a digital media landscape that includes MySpace, post-9/11 politics, MMOGs, Internet music distribution, and the digital divide.
$16 paper • 978-0-262-55067-3

The Ecology of Games
Connecting Youth, Games, and Learning
Edited by Katie Salen

An exploration of games as systems in which young people participate as gamers, producers, and learners.
$16 paper • 978-0-262-69364-6

Youth, Identity, and Digital Media
Edited by David Buckingham

Contributors discuss how growing up in a world saturated with digital media affects the develop-ment of young people's individual and social identities.
$16 paper • 978-0-262-52483-4

Digital Media, Youth, and Credibility
Edited by Miriam J. Metzger and Andrew J. Flanagin

The difficulties in determining the quality of information on the Internet—in particular, the implications of wide access and questionable credibility for youth and learning.
$16 paper • 978-0-262-56232-4

Digital Youth, Media, and the Unexpected
Edited by Tara McPherson

The difficulties in determining the quality of information on the Internet—in particular, the implications of wide access and questionable credibility for youth and learning.
$16 paper • 978-0-262-63359-8

Scholarship in the Digital Age
Information, Infrastructure, and the Internet
Christina L. Borgman

An exploration of the technical, social, legal, and economic aspects of the scholarly infrastructure needed to support research activities in the twenty-first century.
$35 cloth • 978-0-262-02619-2

Understanding Knowledge as Commons
From Theory to Practice
Edited by Charlotte Hess and Elinor Ostrom

Looking at Knowledge as a shared resource: experts discuss how to define, protect, and build the knowledge commons in the digital age.
$36 cloth • 978-0-262-08357-7

The Access Principle
The Case for Open Access to Research and Scholarship
John Willinsky

An argument for extending the circulation of knowledge with new publishing technologies considers scholarly, economic, philosophical, and practical issues.
$34.95 cloth • 978-0-262-23242-5
Also available in an open access digital edition.

Digital Phoenix
Why the Information Economy Collapsed and How It Will Rise Again
Bruce Abramson

How the future of the information economy will take place at the intersection of technology, law, and economics; lessons to be learned from the Microsoft antitrust trial, open-source software, and Napster.
$17.95 paper • 978-0-262-51196-4

Generation Digital
Politics, Commerce, and Childhood in the Age of the Internet
Kathryn C. Montgomery

The role that children and youth play in the emerging digital media culture—as consumers targeted by marketing campaigns, as creators of their own digital culture, and as political participants.
$29.95 cloth • 978-0-262-13478-1

Wired Shut
Copyright and the Shape of Digital Culture
Tarleton Gillespie

How the shift toward "technical copy protection" in the battle over digital copyright depends on changing political and commercial alignments that are profoundly shaping the future of cultural expression in a digital age.
$29.95 cloth • 978-0-262-07282-3

Democratizing Innovation
Copyright and the Shape of Digital Culture
Tarleton Gillespie

How the shift toward "technical copy protection" in the battle over digital copyright depends on changing political and commercial alignments that are profoundly shaping the future of cultural expression in a digital age.
$17.95 paper • 978-0-262-72047-2
Also available in an open access digital edition.

Opening Up Education
The Collective Advancement of Education through Open Technology, Open Content, and Open Knowledge
Edited by Toru Iiyoshi and M. S. Vijay Kumar

How the shift toward "technical copy protection" in the battle over digital copyright depends on changing political and commercial alignments that are profoundly shaping the future of cultural expression in a digital age.
$24.95 cloth • 978-0-262-03371-8


The Second Life Herald
The Virtual Tabloid that Witnessed the Dawn of the Metaverse
Peter Ludlow and Mark Wallace

How a virtual journalist in the virtual world of online gaming landed on the real-world front page of the New York Times and how his virtual newspaper chronicled the emergence of the next generation of the World Wide Web.
$29.95 cloth • 978-0-262-12294-8

Digital Culture, Play, and Identity
A World of Warcraft® Reader
Edited by Hilde G. Corneliussen and Jill Walker Rettberg

Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld.
$29.95 cloth • 978-0-262-03370-1

Cheating
Gaining Advantage in Video Games
Mia Consalvo

A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.
$35 cloth • 978-0-262-03365-7

Persuasive Games
The Expressive Power of Video Games
Ian Bogost

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.
$35 cloth • 978-0-262-02614-7

Rules of Play
Game Design Fundamentals
Katie Salen and Eric Zimmerman

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.
$52 cloth • 978-0-262-24045-1

The Game Design Reader
A Rules of Play Anthology
Edited by Katie Salen and Eric Zimmerman

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.
$45 cloth • 978-0-262-19536-2

Unit Operations
An Approach to Videogame Criticism
Ian Bogost

A critical approach that marries literary theory and information technology, reading digital and cultural artifacts—whether videogames, literature, or film—as configurative systems of interlocking units of meaning.
$18 paper • 978-0-262-52487-2

Play Between Worlds
Exploring Online Game Culture
T. L. Taylor

A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insight into broader issues of work and player, geneder identity, technology, and commercial culture.
$29.95 cloth • 978-0-262-20163-6

Half-Real
Video Games between Real Rules and Fictional Worlds
Jesper Juul

Video games as both a departure from and a development of traditional games; an analysis of the interaction between rules and fiction in video games.
$29.95 cloth • 978-0-262-10110-3


 


 
 
TECHNOLOGY PARTNER: Azility, Inc. TERMS OF USE | PRIVACY POLICY | COPYRIGHT © 2008