arts journal, magazine, paper, zine, publication

digital paper - sony e-book reader Librie today mentions the new Sony Librie, an electronic book reader. Apparrently the screen resolution is very good, but it's only available in Japan at the moment and the books self destruct in 60 days! It's all a buzz in the blogging world..

The Ethics of E-Games : cfp

The Ethics of E-Games, Call for Papers - IRIE, Vol. 2/2005 International Review of Information Ethics. Computer-based or e-games, in both standalone and networked incarnations (including 'Massive Multiplayer Online Games' or MMOGs), represent one of the most popular and an economically profitable uses of ICTs and CMC in the contemporary world. Such games not only simulate a range of human social interactions, from building (perhaps utopian) societies to historical and fantasy warfare of every age: the games further occasion and catalyze a range of human interactions that rightly inspire research from a variety of disciplines and specialties. Especially violent games (e.g., Quake, Doom, Grand Theft Auto III, and others) have generated some critical discussion, ranging from 'moral panics' in popular media to social science investigations into possible effects and consequences of participating in such games. But e-games represent a relatively neglected subject in Information Ethics. At the same time, however, if broader discussion of e-games is to include responsible and informed ethical reflection, much more critical reflection from the various perspectives of Information Ethics upon the multiple dimensions of e-games and game-playing is needed. Hence this special issue of IRIE calls for such critical ethical reflection. For more information about the journal see:

Remote relationships in a small world : cfp

We are seeking contributions for this proposed edited collection. Rather than producing more speculative work, we wish to focus on empirical data collected online about the intricate, intimate virtual ways that people forge connections. The three sections will be: Love & Sex; Work & Education; and Methods & Ethics. Chapters should be empirically based, 8000 words in length, and written in an accessible style suitable for an interested, intelligent general audience as well as for an academic readership in gender / cultural / media studies, sociology / anthropology, and new media. read more for details on how to submit your papers.

Queer Intersections: Revisiting online media -calls for chapters

Call for Chapters (edited book). Queer Intersections: Revisiting online media and queer sexualities. Edited by Kate O'Riordan and David J Philips. This edited collection will bring together crucial examinations of the intersecting fields of sexuality and the internet, and will provide an
overarching contextualisation and consolidation of cyber / queer practices and theories. Suggested topics and themes include (but are not limited to): Sexual identities, practices and communities; Art and activism; Consumption; Political economy; Representation; Performativity; Queer theory. read more for details or visit the editor's site @

Not Bored Journal

NOT BORED! is an anarchist, situationist-inspired, low-budget, irregularly published, photocopied journal.

Journal of Society and Information

The Journal of Society and Information is an independent, online and refereed journal.

The journal acknowledges as a founding principle that both society and information are indefinite and amphorous concepts variably defined and infinitely interpreted.

Centre for Internet research

What is the Centre for Internet Research?

The Centre for Internet Research was established 18 September 2000 with the aim of encouraging research in the social and cultural implications and functions of the internet.

The Centre for Internet Research is located at the Department of Information and Media Studies, University of Aarhus, Denmark.

The Centre for Internet Research promotes its aim through the following activities within its field:

Lee Manovich - cultural software

Writings and texts by Lee Manovich with research areas such as:

- the aesthetics of information society;
- analysis of the categories and forms of new media such as interface, visualisation, simulation;
- the development of new concepts for new media theory: cultural interface, database narrative,
spatial montage, meta-media, macrocinema;
- criticism of new media art;
- the impact of computerization on visual culture;


Subscribe to RSS - publication