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New Media

New Media

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Reinventing Video Games and Their Players

We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual.

How Online Opinions Are Reshaping the Offline World
Edited by Hassan Masum and Mark Tovey

In making decisions, we often seek advice. Online, we check Amazon recommendations, eBay vendors' histories, TripAdvisor ratings, and even our elected representatives' voting records. These online reputation systems serve as filters for information overload. In this book, experts discuss the benefits and risks of such online tools.

New Media and the Forensic Imagination

In Mechanisms, Matthew Kirschenbaum examines new media and electronic writing against the textual and technological primitives that govern writing, inscription, and textual transmission in all media: erasure, variability, repeatability, and survivability. Mechanisms is the first book in its field to devote significant attention to storage--the hard drive in particular--arguing that understanding the affordances of storage devices is essential to understanding new media.

Principles of Interaction Design as a Cultural Practice

Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals.

Urban Informatics, Social Media, Ubiquitous Computing, and Mobile Technology to Support Citizen Engagement

Web 2.0 tools, including blogs, wikis, and photo sharing and social networking sites, have made possible a more participatory Internet experience. Much of this technology is available for mobile phones, where it can be integrated with such device-specific features as sensors and GPS. From Social Butterfly to Engaged Citizen examines how this increasingly open, collaborative, and personalizable technology is shaping not just our social interactions but new kinds of civic engagement with cities, communities, and spaces.

Rise of the Networked Generation

Hello Avatar! Or, {llSay(0, “Hello Avatar!”); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations.

Affect and Online Pornography

Digital production tools and online networks have dramatically increased the general visibility, accessibility, and diversity of pornography. Porn can be accessed for free, anonymously, and in a seemingly endless range of niches, styles, and formats. In Carnal Resonance, Susanna Paasonen moves beyond the usual debates over the legal, political, and moral aspects of pornography to address online porn in a media historical framework, investigating its modalities, its affect, and its visceral and disturbing qualities.

Activist Philosophy and the Occurrent Arts

Events are always passing; to experience an event is to experience the passing. But how do we perceive an experience that encompasses the just-was and the is-about-to-be as much as what is actually present? In Semblance and Event, Brian Massumi, drawing on the work of William James, Alfred North Whitehead, Gilles Deleuze, and others, develops the concept of "semblance" as a way to approach this question.

Design Things offers an innovative view of design thinking and design practice, envisioning ways to combine creative design with a participatory approach encompassing aesthetic and democratic practices and values. The authors of Design Things look at design practice as a mode of inquiry that involves people, space, artifacts, materials, and aesthetic experience, following the process of transformation from a design concept to a thing.

A World of Warcraft® Reader

World of Warcraft is the world’s most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten million active subscribers across Europe, North America, Asia, and Australia who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.

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