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Cyberculture Books

You are currently browsing 101–110 of 149 new and published books in the subject of Cyberculture — sorted by publish date from newer books to older books.

For books that are not yet published; please browse forthcoming books.

New and Published Books – Page 11

  1. Online Communication and Collaboration

    A Reader

    Edited by Helen Donelan, Karen Kear, Magnus Ramage

    Communication and collaboration via the Internet has risen to great prominence in recent years, especially with the rise of social networking, Web 2.0 and virtual worlds. Many interesting and worthwhile studies have been conducted on the technology involved and the way it is used and shaped by its...

    Published December 17th 2009 by Routledge

  2. Decoding Liberation

    The Promise of Free and Open Source Software

    By Samir Chopra, Scott D. Dexter

    Series: Routledge Studies in New Media and Cyberculture

    Choice Outstanding Academic Title Software is more than a set of instructions for computers: it enables (and disables) political imperatives and policies. Nowhere is the potential for radical social and political change more apparent than in the practice and movement known as "free software." Free...

    Published November 9th 2009 by Routledge

  3. Joystick Soldiers

    The Politics of Play in Military Video Games

    Edited by Nina B. Huntemann, Matthew Thomas Payne

    Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962.While war video games began as entertainment, military...

    Published August 6th 2009 by Routledge

  4. Popular Culture in a Globalised India

    Edited by K. Moti Gokulsing, Wimal Dissanayake

    As India celebrated the sixtieth anniversary of its independence, much praise was lavished on its emergence as a major player on the global stage. Its economic transformation and geopolitical significance as a nuclear power are matched by its globally resonant cultural resources. This book...

    Published December 17th 2008 by Routledge

  5. The Video Game Theory Reader 2

    Edited by Bernard Perron, Mark J.P. Wolf

    The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of...

    Published November 12th 2008 by Routledge

  6. On the Internet

    2nd Edition

    By Hubert L. Dreyfus

    Series: Thinking in Action

    Can the internet solve the problem of mass education, and bring human beings to a new level of community? Drawing on a diverse array of thinkers from Plato to Kierkegaard, On the Internet argues that there is much in common between the disembodied, free floating web and Descartes' separation of...

    Published October 31st 2008 by Routledge

  7. Truth, Lies and Trust on the Internet

    By Monica T. Whitty, Adam Joinson

    The Internet is often presented as an unsafe or untrustworthy space: where children are preyed upon by paedophiles, cannibals seek out victims, offline relationships are torn apart by online affairs and where individuals are addicted to gambling, love, and cybersex. While many of these stories...

    Published August 27th 2008 by Routledge

  8. Playing with Videogames

    By James Newman

    Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities...

    Published June 26th 2008 by Routledge

  9. The Meaning of Video Games

    Gaming and Textual Strategies

    By Steven E. Jones

    The Meaning of Video Games takes a textual studies approach to an increasingly important form of expression in today’s culture. It begins by assuming that video games are meaningful–not just as sociological or economic or cultural evidence, but in their own right, as cultural expressions worthy of...

    Published February 19th 2008 by Routledge

  10. The Cybercultures Reader

    2nd Edition

    Edited by Barbara M. Kennedy, David Bell

    This updated and thoroughly revised second edition of the best-selling The Cybercultures Reader, includes specially selected contemporary articles by key thinkers in the expanding field of cybercultures studies. With general and thematic section introductions, a full bibliography and user guide,...

    Published November 8th 2007 by Routledge