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Across the Arab world, protesters voiced dissent through slogans, graffiti, puppetry, videos, and satire that called for the overthrow of dictatorial regimes. Investigating what drives people to risk everything to express themselves in rebellious art, Marwan M. Kraidy uncovers the creative insurgency at the heart of the Arab uprisings of 2010–2012.
A Times Higher Education Book of the Year Uprisings spread like wildfire across the Arab world from 2010 to 2012, fueled by a desire for popular sovereignty. In Tunisia, Egypt, Syria, and elsewhere, protesters flooded the streets and the media, voicing dissent through slogans, graffiti, puppetry, videos, and satire that called for the overthrow of dictators and the regimes that sustained them. Investigating what drives people to risk everything to express themselves in rebellious art, The Naked Blogger of Cairo uncovers the creative insurgency at the heart of the Arab uprisings. “A deep dive into the cultural politics of the Arab uprisings...Kraidy’s sharp insights and rich descriptions of a new Arab generation’s irrepressible creative urges will amply reward the effort. Reading Kraidy’s accounts of the politically charted cultural gambits of wired Arab youth rekindles some of the seemingly lost spirit of the early days of the Arab uprisings and offers hope for the future.” —Marc Lynch, Washington Post “The Naked Blogger of Cairo is a superb and important work not just for scholars but for anyone who cares about the relationships between art, the body, and revolution.” —Hans Rollman, PopMatters
This book analyzes how reality television fuelled heated polemics over cultural authenticity, gender relations, and political participation in the Middle East.
A digital anthropologist examines the online lives of millions of people in China, India, Brazil, and across the Middle East—home to most of the world’s internet users—and discovers that what they are doing is not what we imagine. New-media pundits obsess over online privacy and security, cyberbullying, and revenge porn, but do these things really matter in most of the world? The Next Billion Users reveals that many assumptions about internet use in developing countries are wrong. After immersing herself in factory towns, slums, townships, and favelas, Payal Arora assesses real patterns of internet usage in India, China, South Africa, Brazil, and the Middle East. She finds Himalayan teens growing closer by sharing a single computer with common passwords and profiles. In China’s gaming factories, the line between work and leisure disappears. In Riyadh, a group of young women organizes a YouTube fashion show. Why do citizens of states with strict surveillance policies appear to care so little about their digital privacy? Why do Brazilians eschew geo-tagging on social media? What drives young Indians to friend “foreign” strangers on Facebook and give “missed calls” to people? The Next Billion Users answers these questions and many more. Through extensive fieldwork, Arora demonstrates that the global poor are far from virtuous utilitarians who mainly go online to study, find jobs, and obtain health information. She reveals habits of use bound to intrigue everyone from casual internet users to developers of global digital platforms to organizations seeking to reach the next billion internet users.
The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.
A major intervention in media studies theorizes the politics and aesthetics of internet video The wave of uprisings and revolutions that swept the Middle East and North Africa between 2010 and 2012 were most vividly transmitted throughout the world not by television or even social media, but in short videos produced by the participants themselves and circulated anonymously on the internet. In The People Are Not An Image, Snowdon explores this radical shift in revolutionary self-representation, showing that the political consequences of these videos cannot be located without reference to their aesthetic form. Looking at videos from Tunisia, Bahrain, Syria, Libya, and Egypt, Snowdon attends closely to the circumstances of both their production and circulation, drawing on a wide range of historical and theoretical material, to discover what they can tell us about the potential for revolution in our time and the possibilities of video as a genuinely decentralized and vernacular medium.
How digital media are transforming Arab culture, literature, and politics In recent years, Arab activists have confronted authoritarian regimes both on the street and online, leaking videos and exposing atrocities, and demanding political rights. Tarek El-Ariss situates these critiques of power within a pervasive culture of scandal and leaks and shows how cultural production and political change in the contemporary Arab world are enabled by digital technology yet emerge from traditional cultural models. Focusing on a new generation of activists and authors from Egypt and the Arabian Peninsula, El-Ariss connects WikiLeaks to The Arabian Nights, Twitter to mystical revelation, cyberattacks to pre-Islamic tribal raids, and digital activism to the affective scene-making of Arab popular culture. He shifts the epistemological and historical frameworks from the postcolonial condition to the digital condition and shows how new media challenge the novel as the traditional vehicle for political consciousness and intellectual debate. Theorizing the rise of “the leaking subject” who reveals, contests, and writes through chaotic yet highly political means, El-Ariss investigates the digital consciousness, virality, and affective forms of knowledge that jolt and inform the public and that draw readers in to the unfolding fiction of scandal. Leaks, Hacks, and Scandals maps the changing landscape of Arab modernity, or Nahda, in the digital age and traces how concepts such as the nation, community, power, the intellectual, the author, and the novel are hacked and recoded through new modes of confrontation, circulation, and dissent.
The first book to offer a rigorous, sophisticated analysis of ISIS's rhetoric and why it is so persuasive ISIS wages war not only on the battlefield but also online and in the media. Through a close examination of the words and images ISIS uses, with particular attention to the "digital caliphate" on the web, Philippe-Joseph Salazar theorizes an aesthetic of ISIS and its self-presentation. As a philosopher and historian of ideas, well versed in both the Western and the Islamic traditions, Salazar posits an interpretation of Islam that places speech--the profession of faith--at the center of devotion and argues that evocation of the simple yet profound utterance of faith is what gives power to the rhetoric that ISIS and others employ. At the same time, Salazar contends that Western discourse has undergone a "rhetorical disarmament." To win the fight against ISIS and Islamic extremism, Western democracies, their media, politicians, and counterterrorism agencies must consider radically changing their approach to Islamic extremism.
With the rise of drones and computer-controlled weapons, the line between war and video games continues to blur. In this book, the authors trace how the realities of war are deeply inflected by their representation in popular entertainment. War games and other media, in turn, feature an increasing number of weapons, tactics, and threat scenarios from the War on Terror. While past analyses have emphasized top-down circulation of pro-military ideologies through government public relations efforts and a cooperative media industry, The Military-Entertainment Complex argues for a nonlinear relationship, defined largely by market and institutional pressures. Tim Lenoir and Luke Caldwell explore the history of the early days of the video game industry, when personnel and expertise flowed from military contractors to game companies; to a middle period when the military drew on the booming game industry to train troops; to a present in which media corporations and the military influence one another cyclically to predict the future of warfare. In addition to obvious military-entertainment titles like AmericaÕs Army, Lenoir and Caldwell investigate the rise of best-selling franchise games such as Call of Duty, Battlefield, Medal of Honor, and Ghost Recon. The narratives and aesthetics of these video games permeate other media, including films and television programs. This commodification and marketing of the future of combat has shaped the publicÕs imagination of war in the post-9/11 era and naturalized the U.S. PentagonÕs vision of a new way of war.
Demonstrates the role of Beirut's postwar graffiti and street art in transforming the cityscape and animating resistance.