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How can we interpret cyberspace? What is the place of the embodied human agent in the virtual world? This innovative collection examines the emerging arena of cyberspace and the challenges it presents for the social and cultural forms of the human body. It shows how changing relations between body and technology offer new arenas for cultural representations. At the same time, the contributors examine the realities of human embodiment and the limits of virtual worlds. Topics examined include: technological body modifications, replacements and prosthetics; bodies in cyberspace, virtual environments and cyborg culture; cultural representations of technological embodiment in visual and literary productions; and cyberpunk science fiction as a pre-figurative social and cultural theory.
"I do not pretend this to be a review in the classic sense of the term. Rather, the following are the many different thoughts in[s]pired by the reading of Cyberspace, cyberbodies, cyberpunk : cultures of technological embodiments, edited by Mike Featherstone and Roger Burrows"--P. 2.
Cyberpunk and Cyberculture explores the work of a wide range of writers- Acker, Cadigan, Rucker, Shierley, Sterling, Williams and, of course, Gibson - setting their work in the context of science fiction, other literary genres, genre cinema - from Metropolis to Terminator to The Matrix - and contemporary work on the culture of technology.
Mapping Cyberspace is a ground-breaking geographic exploration and critical reading of cyberspace, and information and communication technologies. The book: * provides an understanding of what cyberspace looks like and the social interactions that occur there * explores the impacts of cyberspace, and information and communication technologies, on cultural, political and economic relations * charts the spatial forms of virutal spaces * details empirical research and examines a wide variety of maps and spatialisations of cyberspace and the information society * has a related website at http://www.MappingCyberspace.com. This book will be a valuable addition to the growing body of literature on cyberspace and what it means for the future.
The media strongly influences our everyday notions of gender roles and our concepts of gender identity. The Encyclopedia of Gender in Media critically examines the role of the media in enabling, facilitating, or challenging the social construction of gender in our society. The work addresses a variety of entertainment and news content in print and electronic media and explores the social construction of masculinity as well as femininity. In addition to representations of gender within the media, we also analyze gender issues related to media ownership and the media workforce. Despite an abundance of textbooks, anthologies, and university press monographs on the topic of gender in media, until now no comprehensive reference work has tackled this topic of perennial interest in student research and papers. Features and benefits: 150 signed entries (each with Cross References and Further Readings) are organized in A-to-Z fashion to give students easy access to the full range of topics within gender in media. A thematic Reader's Guide in the front matter groups related entries by broad topical or thematic areas to make it easy for users to find related entries at a glance, with themes including "Discrimination & Media Effects," "Media Modes," "New Media," "Media Portrayals & Representations," "Biographies," and more. In the electronic version, the Reader's Guide combines with a detailed Index and the Cross References to provide users with robust search-and browse capacities. A Chronology in the back matter helps students put individual events into broader historical context. A Glossary provides students with concise definitions to key terms in the field. A Resource Guide to classic books, journals, and web sites (along with the Further Readings accompanying each entry) helps guide students to further resources for their research journeys. An Appendix provides users with a number of reports related to gender in media.
This book examines the interrelationship between telecommunications and tourism in shaping the nature of space, place and the urban at the end of the twentieth century. They discuss how these agents are instrumental in the production of homogenous world-spaces, and how these, in turn, presuppose new kinds of political and cultural identity. This work will be of essential interest to scholars and students in the fields of sociology, geography, cultural studies and media studies.
Virtual texts have emerged within the realm of the Internet as the predominant means of global communication. As both technological and cultural artifacts, they embody and challenge cultural assumptions and invite new ways of conceptualizing knowledge, community, identity, and meaning. But despite the pervasiveness of the Internet in nearly all aspects of contemporary life, no single resource has cataloged the ways in which numerous disciplines have investigated and critiqued virtual texts. This bibliography includes more than 1500 annotated entries for books, articles, dissertations, and electronic resources on virtual texts published between 1988 and 1999. Because of the multiple contexts in which virtual texts are studied, the bibliography addresses virtual communication across a broad range of disciplines and philosophies. It encompasses studies of the historical development of virtual texts; investigations of the many interdisciplinary applications of virtual texts and discussions of such legal issues as privacy and intellectual property. Entries are arranged alphabetically within topical chapters, and extensive indexes facilitate easy access.
Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
The Bloomsbury Handbook of 21st-Century Feminist Theory was a PROSE Award finalist. The Bloomsbury Handbook of 21st-Century Feminist Theory is the most comprehensive available survey of the state of the art of contemporary feminist thought. With chapters written by world-leading scholars from a range of disciplines, the book explores the latest thinking on key topics in current feminist discourse, including: · Feminist subjectivity – from identity, difference, and intersectionality to affect, sex and the body · Feminist texts – writing, reading, genre and critique · Feminism and the world – from power, trauma and value to technology, migration and community Including insights from literary and cultural studies, philosophy, political science and sociology, The Bloomsbury Handbook of 21st-Century Feminist Theory is an essential overview of current feminist thinking and future directions for scholarship, debate and activism.