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New Media A Critical Introduction
New Media A Critical Introduction
New Media A Critical Introduction
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Kieran Kelly
University of the West of England, Bristol
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R Routledge
Taylor &. Francis Group
3.10 Critique of the net as public sphere 180 4.4.2 Video games as new technology 263
3.11 The post-web Internet 181 4.4.3 Play 269
3.12 Remediation and economics 182 4.4.4 Playing with a computer 272
3.13 Towards theorising web users 184 4.4.5 Conclusion: cyberspace in
3.14 Raymond Williams fixes base and everyday life 279
superstructure 186 Bibliography 280
3.15 Media studies and political economy 188
3.16 The social form of new media 190 5 CYBERCULTURE: TECHNOLOGY, NATURE
3.17 New media and post-industrial AND CULTURE 287
economies 192 5.1 Cyberculture and cybernetics 289
3.18 The development of the new 5.1.1 Technology as real and material:
economy 195 media studies' blindspot? 289
3.19 Technological agency, economics and 5.1.2 Studying technology 290
politics: inventions and developments 196 5.1.3 What is technology? 290
3.20 Technological agency, economics and 5.1.4 How to proceed? 291
politics: globalisation and 5.1.5 Technology and nature: the
telecommunications 197 cyborg 293
3.21 The digital divide 199 5.1.6 Technology and culture 293
3.22 Uneven globalisation 200 5.1.7 Nature and culture 294
3.23 Investment in new media: intention 5.1.8 A problem with binary
and use 205 definitions 295
3.24 Intellectual property rights, 5.1.9 We have never been binary:
determined and determining 206 Latour and 'actor-network
3.25 Information as commodity 211 theory' 296
3.26 Fragmentation and convergence 212 5.1.10 Media as technology 297
3.27 Conclusion 215 5.2 Revisiting determinism: physicalism,
Bibliography 216 humanism and technology 299
5.2.1 Physicalism and technological
4 NEW MEDIA IN EVERYDAY LIFE 219 determinism 300
4.1 Everyday life in cyberspace 219 5.2.2 Causalities 301
4.1.1 Cyberspace in everyday life: 5.2.3 Agencies 307
the material and the virtual 219 5.2.4 Determinisms 310
4.1.2 Why everyday life? 220 5.3 Biological technologies: the history
4.1.3 Why cyberspace? 221 of automata 314
4.1.4 Key questions 222 5.3.1 Automata: the basics 315
4.2 The domestic shaping of new media 223 5.3.2 Clockwork: technology and
4.2.1 Telecommuting from the smart nature, combined 318
house 223 5.3.3 Self-augmenting engines:
4.2.2 Selling the black box 225 steampower against nature 326
4.2.3 Consuming new media 228 5.3.4 The construction of inanimate
4.2.4 Home computers: new media reason 335
ethnography 235 5.3.5 Life and intelligence in the
4.2.5 Edutainment edutainment digital age 343
edutainment 239 5.3.6 Conclusion 351
4.2.6 Home pages: everyday identity 5.4 Theories of cyberculture 353
in global networks 244 5.4.1 Cybernetics and human-
4.3 New media, identity and the machine relations 353
everyday 247 5.4.2 Cybernetics and the virtual 360
4.3.1 Identity workshops 248 5.4.3 Cybernetics and culture 365
4.3.2 Key positions 249 5.4.4 Cyberculture and the body 368
4.3.3 The subject of (new) media 253 5.4.5 Conclusion: science, cyberculture
4.3.4 Consuming cybersubjectivities 259 and the humanities 375
4.4 Gameplay 260 Bibliography 377
4.4.1 New media's 'other' 261
Glossary 383
Index 393