Introduction to Digital Culture

Introduction to Digital Culture
Author :
Publisher : Cognella Academic Publishing
Total Pages : 264
Release :
ISBN-10 : 1609271505
ISBN-13 : 9781609271503
Rating : 4/5 (503 Downloads)

Book Synopsis Introduction to Digital Culture by : Tessa Joseph Nicholas

Download or read book Introduction to Digital Culture written by Tessa Joseph Nicholas and published by Cognella Academic Publishing. This book was released on 2012-07-01 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Introduction to Digital Culture: Living and Thinking in an Information Age" brings together essays on the phenomenon of the Internet and its influence on the humans who create and use it. In a series of accessible readings, this unique anthology explores the ways in which the everyday use of digital media shapes our lives and culture. The essays examine a range of perspectives on the most relevant topics for student readers, including attention, online identity, video games and online role-play, digital-age creativity and piracy, virtuality, and cyberculture. Students are invited to analyze the ethics of online presence through readings by contemporary ethicists. The readings in Introduction to Digital Culture have proven successful in creating an engaging classroom experience and encouraging vibrant discourse among students. Each selection is supplemented with discussion questions and recommendations for further reading and research. This text will appeal to students and instructors across disciplines as a provocative introduction to the social, cultural and ethical questions provoked by life in the Information Age. Tessa Joseph-Nicholas teaches courses on digital culture and cyberculture for the Department of Computer Science at the University of North Carolina at Chapel Hill. She holds a PhD in English and Comparative Literature from UNC-Chapel Hill and an MFA in Creative Writing from Cornell University. She is co-recipient of an Innovations Grant from UNC s Institute for the Arts and Humanities, which will support two years of study, symposia, and creative collaborations on alternative and serious video games.


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