Structures of Participation in Digital Culture
Joe Karaganis(Author)
Social Science Research Council (Publisher)
Will be published approx. on 29. April 2008
Book
Paperback/Softback
284 pages
978-0-9790772-2-7 (ISBN)
Description
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.
More details
Language
English
Place of publication
New York, NY
United States
Target group
Professional and scholarly
Product notice
Paperback (trade)
Dimensions
Height: 254 mm
Width: 146 mm
Thickness: 21 mm
Weight
595 gr
ISBN-13
978-0-9790772-2-7 (9780979077227)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Person
Joe Karaganis is a program director at the Social Science Research Council in New York. His work focuses on changes in the organization of cultural production in the digital context and on the intersection between information policy and social practice. He directs two programs at the SSRC: Necessary Knowledge for a Democratic Public Sphere and Culture, Creativity, and Information Technology.