Record ID | marc_columbia/Columbia-extract-20221130-032.mrc:39900162:2571 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-032.mrc:39900162:2571?format=raw |
LEADER: 02571cam a2200589Mu 4500
001 15598843
005 20220703234252.0
006 m o d
007 cr un|||||||||
008 190328e20130828enk o 000 u eng d
035 $a(OCoLC)on1100489768
035 $a(NNC)15598843
040 $aOAPEN$beng$cOAPEN$dUKKNU$dOCLCF$dUEJ$dOCLCQ$dTYFRS$dOCLCO
020 $a9780203093085
020 $a0203093089
020 $a9780415635516
020 $a0415635519
035 $a(OCoLC)1100489768
037 $a9780203093085$bTaylor & Francis
050 00 $aL
072 7 $aJFD$2bicssc
082 04 $a001.30285$223
049 $aZCUA
100 1 $aJones, Steven E.$4aut
245 14 $aThe Emergence of the Digital Humanities.
260 $aAbingdon, UK :$bRoutledge,$c2013.
300 $a1 online resource
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
520 $aIn The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events--the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing--and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium.
536 $aKnowledge Unlatched$c102652$bKU Select 2018: HSS Backlist Books
546 $aEnglish.
650 0 $aSocial sciences.
650 6 $aSciences sociales.
650 7 $asocial sciences.$2aat
650 7 $aMedia studies.$2bicssc
650 7 $aSocial Science / Media Studies.$2bisacsh
650 7 $aSocial sciences$2fast$0(OCoLC)fst01122877
653 $aMedia & Communications
653 $aDigital network
653 $aDigital humanities
653 $aDigital technology
653 $aSocial media
653 $aGaming
653 $aMobile platforms
653 $aGamification
653 $aVideogame studies
653 $aVideo game studies
655 0 $aElectronic books.
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio15598843$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS