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Playing the Archive

Playing the Archive: From the Opies to the digital playground reflects on a major study inspired by the work of citizen scholar folklorists Iona and Peter Opie. In the 1950s and 1960s, the Opies built a vast collection of children’s street and playground games, stories, sayings, rhymes, beliefs and habits as told to them by children all over Britain. These accounts are now held in the Bodleian Libraries and were the focus and inspiration for the new study. New stories and games were gathered from today’s children, and comparisons drawn between play experiences at these two different points in time.

The book explores how the Opie Archive was made publicly available online by the project through digital images, innovative cataloguing and playful digital media interfaces, such as a red telephone kiosk at the Young V&A. Chapters analyse the ethnographic strands of the project, collecting evidence of new and old forms of play on today’s playgrounds using state-of-the-art digital methods. The book proposes new ways of thinking about changes and adaptations to play and games, theorising on the workings of interfaces, repertoires and archives. It also considers the Opies’ ways of working, landscapes of play over time, and intergenerational dialogue about play. The collection presents research evidence and theory which speak back to the often reductive public discourse around children’s play and digital media. It positions children as creative, agentive and engaged participants in their play cultures.

American Cities in Post-Apocalyptic Science Fiction

Visions of the American city in post-apocalyptic ruin permeate literary and popular fiction, across print, visual, audio and digital media. American Cities in Post-Apocalyptic Science Fiction explores the prevalence of these representations in American culture, drawing from a wide range of primary and critical works from the early-twentieth century to today.

Beginning with science fiction in literary magazines, before taking in radio dramas, film, video games and expansive transmedia franchises, Robert Yeates argues that post-apocalyptic representations of the American city are uniquely suited for explorations of contemporary urban issues. Examining how the post-apocalyptic American city has been repeatedly adapted and repurposed to new and developing media over the last century, this book reveals that the content and form of such texts work together to create vivid and immersive fictional spaces in ways that would otherwise not be possible. Chapters present media-specific analyses of these texts, situating them within their historical contexts and the broader history of representations of urban ruins in American fiction.

Original in its scope and cross-media approach, American Cities in Post-Apocalyptic Science Fiction both illuminates little-studied texts and provides provocative new readings of familiar works such as Blade Runner and The Walking Dead, placing them within the larger historical context of imaginings of the American city in ruins.

Social Theory after the Internet

The internet has fundamentally transformed society in the past 25 years, yet existing theories of mass or interpersonal communication do not work well in understanding a digital world. Nor has this understanding been helped by disciplinary specialization and a continual focus on the latest innovations. Ralph Schroeder takes a longer-term view, synthesizing perspectives and findings from various social science disciplines in four countries: the United States, Sweden, India and China. His comparison highlights, among other observations, that smartphones are in many respects more important than PC-based internet uses.

Social Theory after the Internet focuses on everyday uses and effects of the internet, including information seeking and big data, and explains how the internet has gone beyond traditional media in, for example, enabling Donald Trump and Narendra Modi to come to power. Schroeder puts forward a sophisticated theory of the role internet plays, and how both technological and social forces shape its significance. He provides a sweeping and penetrating study, theoretically ambitious and at the same time always empirically grounded.

The book covers key contemporary debates in a clear and accessible way. It will be of great interest to students and scholars of digital media and society, the internet and politics, and the social implications of big data.

Music and Digital Media

Anthropology has neglected the study of music. Music and Digital Media shows how and why this should be redressed. It does so by enabling music to expand the horizons of digital anthropology, demonstrating how the field can build interdisciplinary links to music and sound studies, digital/media studies, and science and technology studies.

Music and Digital Media is the first comparative ethnographic study of the impact of digital media on music worldwide. It offers a radical and lucid new theoretical framework for understanding digital media through music, showing that music is today where the promises and problems of the digital assume clamouring audibility. The book contains ten chapters, eight of which present comprehensive original ethnographies; they are bookended by an authoritative introduction and a comparative postlude. Five chapters address popular, folk, art and crossover musics in the global South and North, including Kenya, Argentina, India, Canada and the UK. Three chapters bring the digital experimentally to the fore, presenting pioneering ethnographies of an extra-legal peer-to-peer site and the streaming platform Spotify, a series of prominent internet-mediated music genres, and the first ethnography of a global software package, the interactive music platform Max.

The book is unique in bringing ethnographic research on popular, folk, art and crossover musics from the global North and South into a comparative framework on a large scale, and creates an innovative new paradigm for comparative anthropology. It shows how music enlarges anthropology while demanding to be understood with reference to classic themes of anthropological theory.

Museum Object Lessons for the Digital Age

Museum Object Lessons for the Digital Age explores the nature of digital objects in museums, asking us to question our assumptions about the material, social and political foundations of digital practices. Through four wide-ranging chapters, each focused on a single object – a box, pen, effigy and cloak – this short, accessible book explores the legacies of earlier museum practices of collection, older forms of media (from dioramas to photography), and theories of how knowledge is produced in museums on a wide range of digital projects. Swooping from Ethnographic to Decorative Arts Collections, from the Google Art Project to bespoke digital experiments, Haidy Geismar explores the object lessons contained in digital form and asks what they can tell us about both the past and the future.

Drawing on the author’s extensive experience working with collections across the world, Geismar argues for an understanding of digital media as material, rather than immaterial, and advocates for a more nuanced, ethnographic and historicised view of museum digitisation projects than those usually adopted in the celebratory accounts of new media in museums. By locating the digital as part of a longer history of material engagements, transformations and processes of translation, this book broadens our understanding of the reality effects that digital technologies create, and of how digital media can be mobilised in different parts of the world to very different effects.

Ageing with Smartphones in Ireland

There are not many books about how people get younger. It doesn’t happen very often. But Ageing with Smartphones in Ireland documents a radical change in the experience of ageing.

Based on two ethnographies, one within Dublin and the other from the Dublin region, the book shows that people, rather than seeing themselves as old, focus on crafting a new life in retirement. Our research participants apply new ideals of sustainability both to themselves and to their environment. They go for long walks, play bridge, do yoga and keep as healthy as possible. As part of Ireland’s mainstream middle class, they may have more time than the young to embrace green ideals and more money to move to energy-efficient homes, throw out household detritus and protect their environment.

The smartphone has become integral to this new trajectory. For some it is an intimidating burden linked to being on the wrong side of a new digital divide. But for most, however, it has brought back the extended family and old friends, and helped resolve intergenerational conflicts though facilitating new forms of grandparenting. It has also become central to health issues, whether by Googling information or looking after frail parents. The smartphone enables this sense of getting younger as people download the music of their youth and develop new interests.

This is a book about acknowledging late middle age in contemporary Ireland. How do older people in Ireland experience life today?

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