Structures of Participation in Digital Culture
Social Science Research Council, 2007 - Computers - 284 pages
Digital technologies are engines of cultural innovation, from the virtualization of group networks and social identities to the digital convergence of textural and audio-visual media. User-centered content production, from Wikipedia and YouTube to Open Source, has become the emblem of this transformation, but the changes run deeper and wider than these novel organizational forms.
Digital culture is also about the transformation of what it means to be a creator within a vast and growing reservoir of media, data, computational power, and communicative possibilities. We have few tools and models for understanding the power of databases, network representations, filtering techniques, digital rights management, and other new architectures of agency and control. We have even fewer accounts of how these new capacities have transformed our shared cultures and our understanding of and capacities to act within them. This volume addresses these issues and supplies the demand for a comprehensive critical framework that places these developments in context.
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As Blizzard released new games, Starhack grew into a general battle.net
emulator and was eventually rechristened "bnetd." At its peak, bnetd had 10
listed developers (Miller, 2002). Two of them, Ross Combs and Rob Crittenden,
became the ...
The mature bnetd performed all the functions of battle.net, but it opened them up
to the players themselves. Players could download the open source software,
install it, modify it if they wished, and run their own bnetd servers for playing ...
In V. Vesna (Ed.), Database aesthetics. Minneapolis, MN: University of Minnesota
Press. Wen, H. (2002, April 14). Battle.net goes to war. Salon.com. Available
online at http://www.salon. com/tech/feature/2002/04/18/bnetd/ Wolf, C. (2003).
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