Cyberpop digital lifestyles and commodity culture 1st Edition by Sidney Eve Matrix – Ebook PDF Instant Download/Delivery: 0415649013, 9780415649018
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ISBN 10: 0415649013
ISBN 13: 9780415649018
Author: Sidney Eve Matrix
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 (TombRaider). 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.
Cyberpop digital lifestyles and commodity culture 1st Table of contents:
Chapter 1: Cyberfigurations, Cyberpop, and Cyberpoetics
Cyberculture as Discursive Formation
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
Part 1: Intangibility – Screen Culture, Simulation, and Terminal Identity
Part 2: Connectivity – Virtual Freedom, E-Powerment, and the Palm Phenomenon
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 in 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, Cyberfemininity & Interactivity – The Lara Croft Phenomenon
Cybercelebrity and the Digital Siren
The Elusive Dreamgirl
Avatar and Body Double
Postfeminist Role Model and Caricature
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