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  1. Libre Culture: Meditations on Free Culture

    Libre Culture is the essential expression of the free culture/copyleft movement. This anthology, brought together here for the first time, represents the early groundwork of Libre Society thought. Referring to the development of creativity and ideas, capital works to hoard and privatize the knowledge and meaning of what is created. Expression becomes monopolized, secured within an artificial market-scarcity enclave and finally presented as a novelty on the culture industry in order to benefit cloistered profit motives. In the way that physical resources such as forests or public services are free, Libre Culture argues for the freeing up of human ideas and expression from copyright bulwarks in all forms.

    David M. Berry - 21.09.2010 - 11:26

  2. E-Formes 1 : Ecritures visuelles sur support numérique

    E-Formes 1 : Ecritures visuelles sur support numérique

    Scott Rettberg - 30.01.2011 - 17:46

  3. Understanding Video Games: the Essential Introduction

    A textbook on video games written by three researchers affiliated with the Center for Computer Games Studies at the IT University in Copenhagen.

    Jill Walker Rettberg - 23.02.2011 - 21:09

  4. A Companion to Digital Literary Studies

    A Companion to Digital Literary Studies

    Eric Dean Rasmussen - 10.03.2011 - 10:55

  5. Sprachen der Lyrik: Von der Antike bis zur digitalen Poesie

    Sprachen der Lyrik: Von der Antike bis zur digitalen Poesie

    Jörgen Schäfer - 17.02.2012 - 13:03

  6. Transdisciplinary Digital Art: Sound, Vision and the New Screen.

    Transdisciplinary Digital Art: Sound, Vision and the New Screen.

    Carolyn Guertin - 20.06.2012 - 19:27

  7. Software Studies, a Lexicon

    This collection of short expository, critical, and speculative texts offers a field guide to the cultural, political, social, and aesthetic impact of software. Computing and digital media are essential to the way we work and live, and much has been said about their influence. But the very material of software has often been left invisible. In Software Studies, computer scientists, artists, designers, cultural theorists, programmers, and others from a range of disciplines each take on a key topic in the understanding of software and the work that surrounds it. These include algorithms; logical structures; ways of thinking and doing that leak out of the domain of logic and into everyday life; the value and aesthetic judgments built into computing; programming's own subcultures; and the tightly formulated building blocks that work to make, name, multiply, control, and interweave reality. The growing importance of software requires a new kind of cultural theory that can understand the politics of pixels or the poetry of a loop and engage in the microanalysis of everyday digital objects.

    Patricia Tomaszek - 03.09.2012 - 17:47

  8. The Work of Art in the Age of Its Technological Reproducibility, and Other Writings on Media

    The Work of Art in the Age of Its Technological Reproducibility, and Other Writings on Media

    dmeurer - 15.06.2018 - 22:30

  9. Digital Culture, Play, and Identity: A World of Warcraft® Reader

    World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight 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. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design—as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.

    Ana Castello - 09.10.2018 - 13:11

  10. Narrative Beginnings: Theories and Practices

    The first major volume to focus on this critical but neglected topic, this collection brings together theoretical studies and critical analyses of beginnings in a wide range of narrative works spanning several centuries and genres. The international and interdisciplinary scope of these essays, representing every major theoretical perspective—including feminist, cognitive, postcolonial, postmodern, rhetorical, ethnic, narratological, and hypertext studies—extends from classic literary fiction to nonfictional discourse to popular culture.

    Agnete Thomassen Steine - 22.09.2021 - 11:45