The book Structures of Participation in Digital Culture is now available for download for free. Here is a part of the blurb:
Structures of Participation in Digital Culture, …explores digital technologies that are engines of cultural innovation, from the virtualization of group networks and social identities to the digital convergence of textural and audio-visual media. User-centered content production, from Wikipedia to YouTube to Open Source, has become the emblem of this transformation, but the changes run deeper and wider than these novel organizational forms…
The contents include some familiar and some unfamiliar names and a lot of chapters that seem worth reading, take a look at this:
- The Past and the Internet (Geoffrey Bowker),
- History, Memory, Place, and Technology: Plato’s Phaedrus Online (Gregory Crane),
- Other Networks: Media Urbanism and the Culture of the Copy in South Asia (Ravi Sundaram),
- Pirate Infrastructures (Brian Larkin),
- Technologies of the Childhood Imagination: Yu-Gi-Oh!, Media Mixes, and Everyday Cultural Production (Mizuko Ito),
- Pushing the Borders: Player Participation and Game Culture (T. L. Taylor),
- None of This Is Real: Identity and Participation in Friendster (danah boyd),
- Notes on Contagious Media (Jonah Peretti),
- Picturing the Public (Warren Sack),
- Toward Participatory Expertise (Shay David),
- Game Engines as Open Networks (Robert F. Nideffer),
- The Diablo Program (Doug Thomas),
- Disciplining Markets in the Digital Age (Joe Karaganis),
- Price Discrimination and the Shape of the Digital Commodity (Tarleton Gillespie),
- The Ecology of Control: Filters, Digital Rights Management, and Trusted Computing (Joe Karaganis).