E-Book, Englisch, 200 Seiten
Matrix Cyberpop
Erscheinungsjahr 2013
ISBN: 978-1-135-50664-3
Verlag: CRC Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
Digital Lifestyles and Commodity Culture
E-Book, Englisch, 200 Seiten
Reihe: Routledge Studies in New Media and Cyberculture
ISBN: 978-1-135-50664-3
Verlag: CRC Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts (such as 'virtuality,' 'speed,' and 'Connectivity') operate as a conceptual architecture network linking technologies to information and individual subjects. The chapters then each focus on a particular cyberfiguration, including Hollywood films (GATTACA, The Matrix), popular literature (William Gibson's Neuromancer, Scott Westerfeld's Polymorph), advertising for digital products and services (Apple Computer's '1984/McIntosh' campaign, AT&T's 'mLife' campaign), digital artworks (including virtual females such as Motorola's 'Mya' and Elite Modeling Agency's 'Webbie Tookay,' and work by visual artist Daniel Lee for Microsoft's 'Evolution' campaign), and video games (Tomb Raider). Each close reading illustrates the ways in which representations of digital lifestyles and identities - which typically fetishize computers and celebrate a 'high tech' aesthetic encourage participation in digital capitalism and commodity cyberculture. Matrix argues that popular representations of cyberculture often function as forms of social criticism that creatively inspire audiences to 'think different' (in the words of Mac advertising) about the consequences of the digitalization of everyday life.
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Geisteswissenschaften Theater- und Filmwissenschaft | Andere Darstellende Künste Tanz Andere Darstellende Künste
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Freizeitsoziologie, Konsumsoziologie, Alltagssoziologie, Populärkultur
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Populärkultur
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Mediensoziologie
Weitere Infos & Material
Introduction
Chapter 1 Cyberfigurations, Cyberpop and Cyberpoetics
Cyberculture as Discursive Formation
Cyberfigurations
Cyberfigurations and Paradox
Analyzing Paradox in Cyberculture
From Repurposing Critique to a Digital Analytic
From Digital Analytic to Cyberpoetics
Chapter 2 Cyber-Commerce & Computerized Subjectivity: ICT Marketing as Cyberpop
The BLUR Manifesto: Your Job is to Master the BLUR
The BLURred Individual: Computerized Subjectivity
Rules of Formation: The Trinity
The Trinity Part 1: Intangibility-Screen Culture, Simulation and Terminal Identity
The Trinity Part 2: Connectivity-Virtual Freedom, E-Powerment and the Palm Phenomenon
The Trinity Part 3: Speed-Technology that Follows You
Chapter 3 Cyberpop & the Technomasculine: GenderBLUR in The Matrix
Blurring Masculinity
The Hacker Ethic
Geek Chic
In Virtual Reality "There is No Spoon": Digital Embodiment and the Mythos of Technomasculinity in The Matrix
Commodifying Geek Chic, Appropriating the Hacker Ethic, Technomasculinity in ICT Advertising
Chapter 4 Technomasculinity: GATTACA, Gender and Genoism
Bioengineering and the Genomic Order of Things
Extreme Measures: The Corporeal Contract
Genomic Femininity
Genomic Masculinity
A New Underclass
The Bodies that Matter
Chapter 5 Cyberfemininity: Pixel Vixens
Mya
Ananova
Webbie Tookay
Syndi
Chapter 6 Technoeroticism, Cyberfeminity & Interactivity: The Lara Croft Phenomenon
Cybercelebrity, Digital Siren
Elusive Dreamgirl
Avatar and Body Double
Postfeminist Role Model and Caricature
Conclusion Dangerous Mixtures and Uncanny Flexibility: The Shapeshifter in Contemporary Cyberfiction
Illustrating Technoscience and Cyberculture
Portraying the Genomic Subject
The Shapeshifter
Polymorph