When we think of the Internet, we generally think of Amazon, Google, Hotmail, Napster, MySpace, and other sites for buying products, searching for information, downloading entertainment, chatting with friends, or posting photographs. In the academic literature about the Internet, however, these uses are rarely covered. The Internet and American Business fills this gap, picking up where most scholarly histories of the Internet leave off—with the commercialization of the Internet established and its effect on traditional business a fact of life.
Just as education has promoted democracy and economic growth, the Internet has the potential to benefit society as a whole. Digital citizenship, or the ability to participate in society online, promotes social inclusion. But statistics show that significant segments of the population are still excluded from digital citizenship.
Children and teens today have integrated digital culture seamlessly into their lives. For most, using the Internet, playing videogames, downloading music onto an iPod, or multitasking with a cell phone is no more complicated than setting the toaster oven to "bake" or turning on the TV. In Generation Digital, media expert and activist Kathryn C. Montgomery examines the ways in which the new media landscape is changing the nature of childhood and adolescence and analyzes recent political debates that have shaped both policy and practice in digital culture.
While the public and the media have been distracted by the story of Napster, warnings about the evils of "piracy," and lawsuits by the recording and film industries, the enforcement of copyright law in the digital world has quietly shifted from regulating copying to regulating the design of technology.
In The Internet Imaginaire, sociologist Patrice Flichy examines the collective vision that shaped the emergence of the Internet—the social imagination that envisioned a technological utopia in the birth of a new technology. By examining in detail the discourses surrounding the development of the Internet in the United States in the 1990s (and considering them an integral part of that development), Flichy shows how an entire society began a new technological era.
Digital technology has changed the way we interact with everything from the games we play to the tools we use at work. Designers of digital technology products no longer regard their job as designing a physical object—beautiful or utilitarian—but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology.
The use of the Web in U.S. political campaigns has developed dramatically over the course of the last several election seasons. In Web Campaigning, Kirsten Foot and Steven Schneider examine the evolution of campaigns' Web practices, based on hundreds of campaign Web sites produced by a range of political actors during the U.S. elections of 2000, 2002, and 2004.
We have all been to Web sites that welcome us by name, offering us discounts, deals, or special access to content. For the most part, it feels good to be wanted—to be valued as a customer. But if we thought about it, we might realize that we've paid for this special status by turning over personal information to a company's database. And we might wonder whether other customers get the same deals we get, or something even better. We might even feel stirrings of resentment toward customers more valued than we are.
Internet and computer users are often represented onscreen as active and empowered—as in AOL's striding yellow figure and the interface hand that appears to manipulate software and hypertext links. In The Body and the Screen Michele White suggests that users can more properly be understood as spectators rendered and regulated by technologies and representations, for whom looking and the mediation of the screen are significant aspects of engagement.