Routledge Studies in New Media and Cyberculture. This series is our home for innovative research in the field of digital media. .. Disability and New Media. Disability and New Media (Routledge Studies in New Media and Cyberculture) [ Katie Ellis, Mike Kent] on bahana-line.com *FREE* shipping on qualifying offers.
Minoritarian Art and Cultural Politics on the Internet. Wordplay and the Discourse of Video Games: Analyzing Words, Design, and Play.
McGahan June 09, Racing Cyberculture explores new media art that challenges the 'race-blind' myth of cyberspace. The particular cultural workers whose productions are addressed are the performance and installation artist Guillermo Gomez-Pena and Roberto Sifuentes, the UK new media arts collective Mongrel, the Internet-based applications such as blogs, social network sites, online chat forums, text messages, microblogs, and location-based communication services used from computers and smart phones represent central resources for organizing daily life and making sense of ourselves and the social worlds we Paul February 14, In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas.
Katie Ellis, Mike Kent January 29, Disability and New Media examines how digital design is triggering disability when it could be a solution. Video and animation now play a prominent role in the World Wide Web and new types of protocols have been developed to accommodate this increasing complexity.
However, as this has happened, the Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts such as 'virtuality,' 'speed,' and 'Connectivity' operate as a conceptual architecture network The Internet in China examines the cultural and political ramifications of the Internet for Chinese society.
Through technological advancements, disability would simply fade away or become a largely inconsequential difference. Through specialised online platforms, mainstream social media or blogs, citizens in many countries are increasingly seeking to have their…. The book offers a degree media analysis of the contemporary terrain of the internet by examining both user and industry perspectives and their… Paperback — Routledge Routledge Studies in New Media and Cyberculture. However, as this has happened, the…. McGahan Racing Cyberculture explores new media art that challenges the 'race-blind' myth of cyberspace.
The rapid growth of the Internet has been enthusiastically embraced by the Chinese government, but the government has also rushed to seize control of the virtual environment. Larissa Hjorth, Dean Chan February 21, This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region.
Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites Enteen December 10, Virtual English examines English language communication on the World Wide Web, focusing on Internet practices crafted by underserved communities in the US and overlooked participants in several Asian Diaspora communities.
Jillana Enteen locates instances where subjects use electronic media to Like most policy and standards, web accessibility standards are not created in, and do not exist in, a vacuum. These standards are interpreted and implemented within particular discursive understandings of ability and disability.
That is, social prejudices are often simply reproduced in the digital world. Part III considers possibilities for the digital world and disability, and suggests broad trends the authors see emerging. The important issues taken up in this section are the economic, ideological, and legal barriers to digital media that threaten access more than technological limitations.
For example, in the case of the Amazon Kindle, features in the device that could speak book text and afford access for people with disabilities were removed because of concerns that, because computerized speech is improving in quality, this feature could limit the sale of traditional audio books to non-disabled readers.
A challenge in writing about the effects of technology is balancing the need for specific examples with the risk of losing the impact of the analysis to obsolescence given the rapid evolution of technology.
Ellis and Kent approach this tension by using specific, contemporary technologies such as Twitter, Facebook, and the iPad 1 to illustrate how socially constructed disabling features from the analog world are too often reproduced in the digital context. That is, technology is always subject to the limitations of the values of those who design, implement, and maintain it.
For example, as social networking sites continue to become ubiquitous in our daily lives, so too does the cost of exclusion from these contexts, whether that exclusion is based on social, educational, economic, or technological barriers. Weighted down by lengthy development processes, standards promote approaches that lag behind broader technological change. Project MUSE promotes the creation and dissemination of essential humanities and social science resources through collaboration with libraries, publishers, and scholars worldwide.
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