Home » Cyberpop: Digital Lifestyles and Commodity Culture: Digital Lifestyles and Commodity Culture by Sidney Eve Matrix
Cyberpop: Digital Lifestyles and Commodity Culture: Digital Lifestyles and Commodity Culture Sidney Eve Matrix

Cyberpop: Digital Lifestyles and Commodity Culture: Digital Lifestyles and Commodity Culture

Sidney Eve Matrix

Published July 10th 2008
ISBN : 9781281122087
ebook
197 pages
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 About the Book 

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, andMoreCyberpop 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 Gibsons Neuromancer, Scott Westerfelds Polymorph), advertising for digital products and services (Apple Computers 1984/McIntosh campaign, AT&Ts mLife campaign), digital artworks (including virtual females such as Motorolas Mya and Elite Modeling Agencys Webbie Tookay, and work by visual artist Daniel Lee for Microsofts Evolution campaign), and video games (Tomb Raider). 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.