The movement against restrictive digital copyright protection arose largely in response to the excesses of the Digital Millennium Copyright Act (DMCA) of 1998. In The Digital Rights Movement, Hector Postigo shows that what began as an assertion of consumer rights to digital content has become something broader: a movement concerned not just with consumers and gadgets but with cultural ownership. Increasingly stringent laws and technological measures are more than incoveniences; they lock up access to our “cultural commons.”
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 educational site, it was perfectly in tune with the times. iCue was a surefire way for NBC to reach younger viewers and for MIT to test innovative educational methods in the real world.
Geologists in the field climb hills and hang onto craggy outcrops; they put their fingers in sand and scratch, smell, and even taste rocks. Beginning in 2004, however, a team of geologists and other planetary scientists did field science in a dark room in Pasadena, exploring Mars from NASA’s Jet Propulsion Laboratory (JPL) by means of the remotely operated Mars Exploration Rovers (MER).
Every workday we wrestle with cumbersome and unintuitive technologies. Our response is usually “That’s just the way it is.” Even technology designers and workplace managers believe that certain technological changes are inevitable and that they will bring specific, unavoidable organizational changes. In this book, Paul Leonardi offers a new conceptual framework for understanding why technologies and organizations change as they do and why people think those changes had to occur as they did.
Tunisian and Egyptian protestors famously made use of social media to rally supporters and disseminate information as the “Arab Spring” began to unfold in 2010. Less well known, but with just as much potential to bring about social change, are ongoing local efforts to use social media and other forms of technology to prevent deadly outbreaks of violence. In The Technology of Nonviolence, Joseph Bock describes and documents technology-enhanced efforts to stop violence before it happens in Africa, Asia, and the United States.
In Cybernetic Revolutionaries, Eden Medina tells the history of two intersecting utopian visions, one political and one technological. The first was Chile’s experiment with peaceful socialist change under Salvador Allende; the second was the simultaneous attempt to build a computer system that would manage Chile’s economy.
New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives.
After little more than half a century since its initial development, computer code is extensively and intimately woven into the fabric of our everyday lives. From the digital alarm clock that wakes us to the air traffic control system that guides our plane in for a landing, software is shaping our world: it creates new ways of undertaking tasks, speeds up and automates existing practices, transforms social and economic relations, and offers new forms of cultural activity, personal empowerment, and modes of play.
In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms.
Like all great social and technological developments, the "computer revolution" of the twentieth century didn't just happen. People—not impersonal processes—made it happen. In The Computer Boys Take Over, Nathan Ensmenger describes the emergence of the technical specialists—computer programmers, systems analysts, and data processing managers—who helped transform the electronic digital computer from a scientific curiosity into the most powerful and ubiquitous technology of the modern era.