Investigations of what increasing digital connectivity and the digitalization of the economy mean for people and places at the world''s economic margins.
A critical examination of efforts by social media companies—including Facebook, Twitter, Snapchat, and Instagram—to rein in cyberbullying by young users.
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful)
First person accounts by pioneers in the field, classic essays, and new scholarship document the collaborative and creative practices of early social media.
An examination of how nonprofessional archivists, especially media fans, practice cultural preservation on the Internet and how “digital cultural memory” differs radically from print-era archiving.
How memetic media—aggregate texts that are collectively created, circulated, and transformed—become a part of public conversations that shape broader cultural debates.
How the Super Nintendo Entertainment System embodied Nintendo''s resistance to innovation and took the company from industry leadership to the margins of videogaming.
The first scholarly book in English on Minitel, the pioneering French computer network, offers a history of a technical system and a cultural phenomenon.
A prominent German thinker argues that—contrary to “Twitter Revolution” cheerleading—digital communication is destroying political discourse and political action.
How, despite thirty years of effort, Soviet attempts to build a national computer network were undone by socialists who seemed to behave like capitalists.
An expert considers the effects of a more mobile Internet on socioeconomic development and digital inclusion, examining both potentialities and constraints.
An investigation into computer game interfaces, both naturalistic and symbolic, and the distinction between gameworlds and other kinds of fictional worlds.
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists.
A study of Internet blocking and filtering around the world: analyses by leading researchers and survey results that document filtering practices in dozens of countries.
How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.
Janet Abbate recounts the key players and technologies that allowed the Internet to develop; but her main focus is always on the social and cultural factors that influenced the Internet''s design and use.
Go behind the scenes of A Minecraft Movie and experience the creative journey that transformed the biggest video game of all time into a big-screen block-buster.