During the last twenty years, digital technology has begun to touch on almost every aspect of our lives. Nowadays most forms of mass media, television, recorded music and film are produced and even distributed digitally; and these media are beginning to converge with digital forms, such as the internet, the World Wide Web, and video games, to produce a seamless digital mediascape. At work we are surrounded by technology, whether in offices or in supermarkets and factories, where almost every aspect of planning, design, marketing, production and distribution is monitored or controlled digitally.
In Digital Culture Charlie Gere articulates the degree to which our everyday lives are becoming dominated by digital technology, whether in terms of leisure, work or bureaucracy. This dominance is reflected in other areas, including the worlds of finance, technology, scientific research, media and telecommunications. Out of this situation a particular set of cultural responses has emerged, for example, in art, music, design, film, literature and elsewhere.
This book offers a new perspective on digital culture by examining its development, and reveals that, despite appearances, it is neither radically new, nor ultimately technologically driven. The author traces its roots to the late 18th century, and shows how it sprang from a number of impulses, including the information needs of industrial capitalism and contemporary warfare, avant-garde artistic practice, counter-cultural experimentation, radical philosophy and sub-cultural style. It is these conditions that produced both digital technology and digital culture, and which have determined how they develop.
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The Digital Condition: Class and Culture in the Information Network
Limited preview - 2011
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Apple ARPANET art practice artists avant-garde became become Burroughs Cage calculating machines capitalism century Cold War communication complex concept concerns contemporary context counter-culture Cybernetics Cyberpunk Deleuze developed device digital culture digital technology discourses dominated early economic electronic elements emerged enabled Engelbart engineer film Fluxus genre global graphic design groups Guattari Haacke hacker hacking Hans Haacke human ideas illus industrial influence information technology Information Theory inspired interactive interest Internet involved issues John Cage kind labour late later logic Marshall McLuhan mathematical McLuhan means military multimedia neo-liberal networks Norbert Wiener operations OuLiPo paradigm particular performance personal computer philosophy possibilities post-industrial postmodern potential processes produced programming proposed Punk realized relation response self-regulation social society Spacewar started Stewart Brand strategy Structuralism suggested Techno thinking tion Turing's United visual Whole Earth Catalog Wiener
Page 16 - We know that the Jews were prohibited from investigating the future. The Torah and the prayers instruct them in remembrance, however. This stripped the future of its magic, to which all those succumb who turn to the soothsayers for enlightenment. This does not imply, however, that for the Jews the future turned into homogeneous, empty time. For every second of time was the strait gate through which the Messiah might enter.— Walter Benjamin, "Theses on the Philosophy of History...
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Critical Technology: A Social Theory of Personal Computing
No preview available - 2004