Sunday, 28 February 2010

structures of participation in digital culture

I've just finished my book review of this charming little volume of essays. It's from 2007, edited by Joe Karaganis. One chapter is written by a favourite scholar of mine, danah boyd. I've also found a few new favourite scholars inside! Stand-outs include T.L. Taylor on player participation in game culture, Mizuko Ito on the rise of Yu-Gi-Oh! trading card culture in Japan and Ravi Sundaram on the culture of the copy and piracy in India. You can download it for free if you're interested.

It's great when you read something (or a collection of somethings in this case) that give shape and articulation to an idea you've been jabbing at subconsciously for a while, but never found a way to express properly. The true value of digital culture and (for my work) the internet is not just that we can chat with strangers on the other side of the planet or that we can do our banking from a phone while standing next to the ATM at the pub or even that we can share our lives with family and friends that we'd otherwise have contact with only rarely. The true value here, it seems, is that digital culture makes our world visible, accessible and open to participation. /end rant. (I'll link my review when/if the journal I sent it to publishes it).

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