Helen Thornham - Böcker
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5 produkter
5 produkter
631 kr
Skickas inom 10-15 vardagar
Gender and Digital Culture offers a unique contribution to the theoretical and methodological understandings of digital technology as inherently gendered and classed. The silences within, through and from the systems we experience every day, create inequalities that are deeply affective and constitute very real forms of algorithmic vulnerability. The book explores these lived and mundane algorithmic vulnerabilities across three interrelated research projects. These focus on recent digital phenomena including sexting, selfies and wearables, and particular decision-making systems used in health, education and social services. Central to this book are the themes of irreconcilability and the datalogical. It makes the case that feminism and gender politics have become increasingly irreconcilable with not only long-running debates around representation and embodiment, but also with conceptions of the technological, conceptions of the user and of the systems themselves. In keeping with longstanding feminist scholarship, these irreconcilabilities can be productive and generative; they can be used to interrogate the power politics of digital culture.By studying the lived and routine elements of digital technologies, Gender and Digital Culture asks about the many convolutions that are held together through the everyday use of these technologies, and the implications for how gender and technology are approached, discussed and theorised.
2 290 kr
Skickas inom 10-15 vardagar
Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
807 kr
Skickas inom 10-15 vardagar
Ethnographies of the Videogame uses the medium of the videogame to explore wider significant sociological issues around new media, interaction, identity, performance, memory and mediation. Addressing questions of how we interpret, mediate and use media texts, particularly in the face of claims about the power of new media to continuously shift the parameters of lived experience, gaming is employed as a 'tool' through which we can understand the gendered and socio-culturally constructed phenomenon of our everyday engagement with media. The book is particularly concerned with issues of agency and power, identifying strong correlations between perceptions of gaming and actual gaming practices, as well as the reinforcement, through gaming, of established (gendered, sexed, and classed) power relationships within households. As such, it reveals the manner in which existing relations re-emerge through engagement with new technology. Offering an empirically grounded understanding of what goes on when we mediate technology and media in our everyday lives Ethnographies of the Videogame is more than a timely intervention into game studies. It provides pertinent and reflexive commentary on the relationship between text and audience, highlighting the relationships of gender and power in gaming practice. As such, it will appeal to scholars interested in media and new media, gender and class, and the sociology of leisure.
2 088 kr
Skickas inom 10-15 vardagar
Gender and Digital Culture offers a unique contribution to the theoretical and methodological understandings of digital technology as inherently gendered and classed. The silences within, through and from the systems we experience every day, create inequalities that are deeply affective and constitute very real forms of algorithmic vulnerability. The book explores these lived and mundane algorithmic vulnerabilities across three interrelated research projects. These focus on recent digital phenomena including sexting, selfies and wearables, and particular decision-making systems used in health, education and social services. Central to this book are the themes of irreconcilability and the datalogical. It makes the case that feminism and gender politics have become increasingly irreconcilable with not only long-running debates around representation and embodiment, but also with conceptions of the technological, conceptions of the user and of the systems themselves. In keeping with longstanding feminist scholarship, these irreconcilabilities can be productive and generative; they can be used to interrogate the power politics of digital culture.By studying the lived and routine elements of digital technologies, Gender and Digital Culture asks about the many convolutions that are held together through the everyday use of these technologies, and the implications for how gender and technology are approached, discussed and theorised.
Content Cultures
Transformations of User Generated Content in Public Service Broadcasting
Inbunden, Engelska, 2013
1 703 kr
Skickas inom 10-15 vardagar
When user-generated content (UGC) emerged as a central facet of the BBC’s digital presence, it seemed to engage directly with the public service remit in a modern and multiplatform way. Content Cultures examines this key moment of digital affluence and creativity as the BBC embraced user-generated content across the news, civic and creative spheres.Based on original research, the book explores the resources generated using UGC, from Blast to Adventure Rock, from the BBC Hub to Newsround and The Archers message boards. Whether UGC referred to citizen journalism, oral and digitalstorytelling, the civic, political or creative engagement of young people, disseminating stories from local communities, or reflecting on historical moments, it appeared to promote and transform longstanding BBC agendas into and within a digital era. This book also presents the lessons we need to carry forward as the digital and new media landscape evolves, and as theBBC continues to shape this terrain.