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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the copy, the everyday, and the city As Henri Lefebvre (1987) pointed out, a
consciousness of the everyday came into being with industrial capitalism of the
19th century, which ushered in rapid urbanization and rationalization of
economic and ...
economy, as would an entire generation of radical urbanists who saw critical/
redemptive strategies located in the spheres outside the commodity.2s This was
the old dream of the transcendence of the everyday though the everyday.
Yu-Gi-Oh! similarly relies on virtual game play as the focal object of serialized
narratives enacted in digital, analog, and everyday sites of play. This chapter
analyzes forms of participation in Yu-G/-0h/-related culture through three key
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Notes on Contagious Media 158
Picturing the Public 164
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