Cybersexualities


Book Description

Cyberspace, the cyborg and cyberpunk have given feminists new imaginative possibilities for thinking about embodiment and identity in relation to technology. This is the first anthology of the key essays on these potent metaphors. Divided into three sections (Technology, Embodiment and Cyberspace; Cybersubjects: Cyborgs and Cyberpunks; Cyborg Futures), the book addresses different aspects of the human-technology interface. The extensive introduction surveys the ways cyborg and cyberspace metaphors have been used in relation to current critical theory and indicates the context for the specific essays. This is an invaluable guide for students studying any aspects of contemporary theory and culture.* Brings together in a unique collection the work of key authors in feminist and cyber theory* Demonstrates the wide range of contemporary critical work* Challenges constructions of gender, race and class* An extensive introduction surveys the ways cyborg and cyberspace metaphors have been used in relation to current critical theory* Brief section introductions indicate the context for the specific essays




Transitional Morphology


Book Description

Based on corpus data, this book provides a comprehensive analysis of a morphological phenomenon in Modern English, Combining Forms (CFs).




Sex and the Internet


Book Description

First Published in 2002. Routledge is an imprint of Taylor & Francis, an informa company.




Living with Cyberspace


Book Description

Cyberspace and cybertechnology have impacted on every aspect of our lives. Western society, culture, politics and economics are now all intricately bound with cyberspace. Living With Cyberspace brings together the leading cyber-theorists of North America, Britain and Australia to map the present and the future of cyberspace.Presenting a guidebook to our new world, both the theory and the practice, the book covers subjects as diverse as androids, biotech, electronic commerce, the acceleration of everyday life, access to information, the alliance between the military and the entertainment industries, feminism, democratic practice and human consciousness itself.Together, the essays--divided into separately introduced sections on society , culture, politics and economics--present a systematic and state-of-the-art overview of technology and society in the 21st Century.Contributors: John Armitage, Verena Andermatt Conley, James Der Derian, William H. Dutton, Phil Graham, Tim Jordan, Wan-Ying Ling, David Lyon, Ian Miles, Joanne Roberts, Saskia Sassen, Cathryn Vasseleu, McKenzie Wark, Frank Webster.




Battlestar Galactica


Book Description

"The West Wing" or "Generation Kill" in Space? A show about God-fearing sex-obsessed robots? Or a complex meditation on fate, dreaming and eternal recurrence? Of all recent television science fiction series, the reimagined "Battlestar Galactica" is the most highly praised and consistently inventive and intelligent. Where the original show was a straightforward space opera, the new one is rich, strange and above all unpredictable. This book covers the new "Battlestar Galactica" from beginning to end, covering all of the show's principal themes from the depiction of sexuality in an era of artificial people and downloaded memories to what it means to be a member of a military organization when the stakes are not victory or defeat but survival. Like all the best shows about the future or the past - we are never sure when all this is supposed to be happening - "Battlestar Galactica" is a series about the present; chapters here cover its depiction of the post-9.11 world and such issues as abortion and worker's rights. This definitive book on the full new "Battlestar Galactica" also includes an interview with Jane Espenson, co-executive producer of the show's last seasons and writer/director of the "Battlestar Galactica" prequel film "The Plan", with a complete episode guide.




The Medicalization of Cyberspace


Book Description

'Cyberspace' plays a significant role in the new medicalized world of the twenty-first century. This book explores the complex social interactions between health, medicalization, cyberculture, the body and identity.




A Glossary of Literary and Cultural Theory


Book Description

The Glossary of Literary and Cultural Theory provides researchers and students with an up-to-date guide through the vibrant and changing debates in Literary and Cultural Studies. In a field where meanings are frequently complex and ambiguous, this text is remarkable for its clarity and usefulness. This third edition includes 17 entirely new entries and updates to more than a dozen others which address key concepts and contemporary positions in both literary and cultural theory. New entries include: • Actor Network Theory • Anthropocene • Ecocriticism • Digital Humanities • Postcapitalism • World Literature




More than a Provocation


Book Description

Sex, Media and theology – a provocative mix. Reactions can vary from rejection to openness and curiosity. This volume follows the latter path: on the background of changes in contemporary sexual culture and theological developments in the reflection on sexuality, three media – internet, advertising and film – are analysed with respect of their representation of sexuality and their contribution to theological reflections on sex. This shows: sex in media is more than a provocation; it provides an inspiration for theological thinking about human beings, their relationships with others, and also with God.




Digitized Lives


Book Description

In a remarkably short period of time the Internet and associated digital communication technologies have deeply changed the way millions of people around the globe live their lives. But what is the nature of that impact? In chapters examining a broad range of issues—including sexuality, politics, education, race, gender relations, the environment, and social protest movements—Digitized Lives seeks answers to these central questions: What is truly new about so-called "new media," and what is just hype? How have our lives been made better or worse by digital communication technologies? In what ways can these devices and practices contribute to a richer cultural landscape and a more sustainable society? Cutting through the vast—and often contradictory—literature on these topics, Reed avoids both techno-hype and techno-pessimism, offering instead succinct, witty and insightful discussions of how digital communication is impacting our lives and reshaping the major social issues of our era. The book argues that making sense of digitized culture means looking past the glossy surface of techno gear to ask deeper questions about how we can utilize technology to create a more socially, politically, and economically just world. Companion website available at: culturalpolitics.net/digital_cultures




Game Worlds Get Real


Book Description

This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie—a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself—explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.