Regular price €198.40
Quantity:
In stock with our UK publisher. 14-28 days
Delivery/Collection within 10-20 working days
14 days return policy Shipping & Delivery
A01=Sidney Eve Matrix
Author_Sidney Eve Matrix
bottom
capital
Category=AVLP
Category=JBCC
Category=JBCT
Category=NH
Computerized Subjectivity
culture
cyberfemininity
digital
Digital Capitalism
Digital Human
Digital Lifestyles
digital subjectivity
eq_art-fashion-photography
eq_bestseller
eq_history
eq_isMigrated=1
eq_isMigrated=2
eq_music
eq_nobargain
eq_non-fiction
eq_society-politics
Fast Lane
Flawed DNA
Foucauldian analysis
Gateway Computers
Geek Chic
gender and technology in media
genomic
Genomic Technoscience
Hacker Ethic
IBM's Personal Computer
IBM’s Personal Computer
ICT marketing strategies
lifestyles
lines
Marketing Failure
Morphic Composite
multiple
Multiple Bottom Lines
PDA
Perfect Girl
Personal Digital Assistants
Pop Star
tech
technomasculinity
technoscience
Technoscientific Progress
Tomb Raider
Tomb Raider Game
Vanilla Sky
Virtual Celebrity
virtual identity formation
Xena Warrior Princess
Young Men

Product details

  • ISBN 9780415976770
  • Weight: 540g
  • Dimensions: 152 x 229mm
  • Publication Date: 22 May 2006
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
Secure checkout Fast Shipping Easy returns

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.

Sidney Eve Matrix (Ph.D. University of Minnesota, 2003) is Assistant Professor of Women's Studies at the University of Winnipeg.

More from this author