Book Review: Noise Channels: Glitch And Error In Digital Culture Peter Krapp Minneapolis: University Of Minnesota Press, 2011, isbn 978-0-81-667625-5
Digital media studies has developed something of a fascination with the potential for users to rework the architecture of digital technologies for the purposes of creativity. In 2004 there was McKenzie Wark’s A Hacker Manifesto, whose ‘hacker class’ appear as the primary resistance against intellect...
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ftjwpcc:oai:ojs.www.westminsterpapers.org:article/158 2023-05-15T18:31:42+02:00 Book Review: Noise Channels: Glitch And Error In Digital Culture Peter Krapp Minneapolis: University Of Minnesota Press, 2011, isbn 978-0-81-667625-5 Leorke, Dale 2012-10-01 application/pdf https://www.westminsterpapers.org/jms/article/view/wpcc.158 https://doi.org/10.16997/wpcc.158 eng eng University of Westminster Press https://www.westminsterpapers.org/jms/article/view/wpcc.158/154 10.16997/wpcc.158 Authors who publish with this journal agree to the following terms:Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access). CC-BY Westminster Papers in Communication and Culture; Vol 9, No 1: Encountering the real-virtuality: digital games in media, culture and society; 171-178 1744-6716 1744-6708 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion 2012 ftjwpcc https://doi.org/10.16997/wpcc.158 2019-08-06T06:07:45Z Digital media studies has developed something of a fascination with the potential for users to rework the architecture of digital technologies for the purposes of creativity. In 2004 there was McKenzie Wark’s A Hacker Manifesto, whose ‘hacker class’ appear as the primary resistance against intellectual property control and its apologists in the mass media industries. In the same year, Network Culture by Tiziana Terranova appeared, which built on her earlier critique of ‘free labour’ and the ‘exploitation’ of digital workers by the creative industries. These have since been followed by a growing number of critical accounts of digital culture by theorists from various fi elds, though perhaps most notably within game studies. In particular, two books – by Alexander Galloway (2006) and Grieg de Peuter and Nick Dyer-Witheford (2009) – examine the political economy and power structures underpinning the videogame industry. These works frame videogames and gaming culture as a site of contestation, resistance and ‘counter-mobilisation’ by players against the game industry’s ethos of ‘play as work’. Article in Journal/Newspaper Terranova Westminster Papers in Communication and Culture (WPCC) Dyer ENVELOPE(-81.366,-81.366,50.550,50.550) Grieg ENVELOPE(-73.189,-73.189,-71.568,-71.568) Westminster Papers in Communication and Culture 9 1 171 |
institution |
Open Polar |
collection |
Westminster Papers in Communication and Culture (WPCC) |
op_collection_id |
ftjwpcc |
language |
English |
description |
Digital media studies has developed something of a fascination with the potential for users to rework the architecture of digital technologies for the purposes of creativity. In 2004 there was McKenzie Wark’s A Hacker Manifesto, whose ‘hacker class’ appear as the primary resistance against intellectual property control and its apologists in the mass media industries. In the same year, Network Culture by Tiziana Terranova appeared, which built on her earlier critique of ‘free labour’ and the ‘exploitation’ of digital workers by the creative industries. These have since been followed by a growing number of critical accounts of digital culture by theorists from various fi elds, though perhaps most notably within game studies. In particular, two books – by Alexander Galloway (2006) and Grieg de Peuter and Nick Dyer-Witheford (2009) – examine the political economy and power structures underpinning the videogame industry. These works frame videogames and gaming culture as a site of contestation, resistance and ‘counter-mobilisation’ by players against the game industry’s ethos of ‘play as work’. |
format |
Article in Journal/Newspaper |
author |
Leorke, Dale |
spellingShingle |
Leorke, Dale Book Review: Noise Channels: Glitch And Error In Digital Culture Peter Krapp Minneapolis: University Of Minnesota Press, 2011, isbn 978-0-81-667625-5 |
author_facet |
Leorke, Dale |
author_sort |
Leorke, Dale |
title |
Book Review: Noise Channels: Glitch And Error In Digital Culture Peter Krapp Minneapolis: University Of Minnesota Press, 2011, isbn 978-0-81-667625-5 |
title_short |
Book Review: Noise Channels: Glitch And Error In Digital Culture Peter Krapp Minneapolis: University Of Minnesota Press, 2011, isbn 978-0-81-667625-5 |
title_full |
Book Review: Noise Channels: Glitch And Error In Digital Culture Peter Krapp Minneapolis: University Of Minnesota Press, 2011, isbn 978-0-81-667625-5 |
title_fullStr |
Book Review: Noise Channels: Glitch And Error In Digital Culture Peter Krapp Minneapolis: University Of Minnesota Press, 2011, isbn 978-0-81-667625-5 |
title_full_unstemmed |
Book Review: Noise Channels: Glitch And Error In Digital Culture Peter Krapp Minneapolis: University Of Minnesota Press, 2011, isbn 978-0-81-667625-5 |
title_sort |
book review: noise channels: glitch and error in digital culture peter krapp minneapolis: university of minnesota press, 2011, isbn 978-0-81-667625-5 |
publisher |
University of Westminster Press |
publishDate |
2012 |
url |
https://www.westminsterpapers.org/jms/article/view/wpcc.158 https://doi.org/10.16997/wpcc.158 |
long_lat |
ENVELOPE(-81.366,-81.366,50.550,50.550) ENVELOPE(-73.189,-73.189,-71.568,-71.568) |
geographic |
Dyer Grieg |
geographic_facet |
Dyer Grieg |
genre |
Terranova |
genre_facet |
Terranova |
op_source |
Westminster Papers in Communication and Culture; Vol 9, No 1: Encountering the real-virtuality: digital games in media, culture and society; 171-178 1744-6716 1744-6708 |
op_relation |
https://www.westminsterpapers.org/jms/article/view/wpcc.158/154 10.16997/wpcc.158 |
op_rights |
Authors who publish with this journal agree to the following terms:Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access). |
op_rightsnorm |
CC-BY |
op_doi |
https://doi.org/10.16997/wpcc.158 |
container_title |
Westminster Papers in Communication and Culture |
container_volume |
9 |
container_issue |
1 |
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171 |
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