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Publication Date Publication Date
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2008, Routledge research in information technology and society, ISBN 9780415961325, Volume 8, x, 398
Book
2013, ISBN 0415896959, vi, 258
"Digital Labor calls on the reader to examine the shifting sites of labor markets to the Internet through the lens of their political, technological, and... 
Information society | Social aspects | Internet | New Media | Sociology of Media | Media Studies | Media Industries | Cultural Theory | Cyberculture | Electronic commerce | Internet industry
Book
09/2019, ISBN 9780815376309, 232
Cybercrime and Digital Deviance is a work that combines insights from sociology, criminology, and computer science to explore cybercrimes such as hacking and... 
Cybercrime | Cyberculture | Cyber Crime
eBook
2008, ISBN 184169584X, 184
The Internet is often presented as an unsafe or untrustworthy space: where children are preyed upon by paedophiles, cannibals seek out victims, offline... 
Self & Social Identity | Criminology & Delinquency | Cyberculture | Psychological aspects | Social psychology | Internet users | Psychology | Cyberspace | Internet | Social aspects | Online identities
Book
2008, THEORY, CULTURE & SOCIETY., ISBN 1412907934
Book
2014, Routledge studies in new media and cyberculture, ISBN 9780415821308, Volume 17, xiv, 157
This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in... 
Violence in video games | Combat | play | gaming | ethnicity | gender | Cyberculture | Technoculture | media | community | Video Games | culture | identity | videogame | MIT
Book
2016, First edition., ISBN 0415712246, xvi, 170
Social media platforms have captured the attention and imagination of many millions of people, enabling their users to develop and display their creativity, to... 
Sociala medier | Social media | Citizen journalism | etik och moral | Sociala nätverk online | Moral and ethical aspects | Social interaktion | Online social networks | Communication Studies | Media Studies | Cyberculture | Media History | New Media | Sociology of Media | Communication History | Media Industries | World Wide Web & Internet
Book
2017, ISBN 9780415828277, vii, 384 pages
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews,... 
Design | Video games | Video games industry | Marketing | Pro Gamer | Media Studies | Video Game Industry | Video Games | Cyberculture | Game Studies | Telltale Games | New Media | Media Industries | Game Design | Game Development | Interviews
Book
2014, Routledge studies in new media and cyberculture, ISBN 0415630916, Volume 15., ix, 298
Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to... 
Video games | Middle Ages | Computer games | Medieval Literature | Video Games | Cyberculture | Popular Culture | New Media | Media Entertainment | Cultural Theory | Subcultures | Medieval History 400-1500
Book
2016, Media, culture, and social change in Asia series, ISBN 1315756145, Volume 46., xv, 143
There are billions of internet users in China, and this number is continually growing. This book looks at the various purposes of this internet use, and... 
Social media | China History | China | 2000 - 2099 | Internet | Social aspects | Social stratification | Chinese Studies | Media & Communications | Chinese Culture & Society | World Wide Web & Internet | Cyberculture | Social media - China
Book
2013, Routledge research in museum studies, ISBN 9780415500965, Volume 6, 215
Visitor engagement and learning, outreach, and inclusion are concepts that have long dominated professional museum discourses. The recent rapid uptake of... 
Communication in museums | Public relations | Museums | Social aspects | Social media | Museum Studies | New Media | Media Studies | Public Relations in Media | Cyberculture
Book
2006, 1st ed., ISBN 1584655585, xii, 238
Book
2013, Routledge companions in business, management and accounting, ISBN 9780415679923, xviii, 438
Book
2017, Media, religion and culture, ISBN 9780415628716, xii, 265 pages
Cyber Zen ethnographically explores Buddhist practices in the online virtual world of Second Life. Does typing at a keyboard and moving avatars around the... 
Buddhism | Internet users | Religious aspects | Identity (Psychology) | Second Life (Computer game) | Religious life | Zen | Religion & Media | Religion & Popular Culture | Practice of Buddhism | Cyberculture | Internet users - Religious life
Book
2014, Routledge studies in science, technology and society, ISBN 1315772604, Volume 27, xvii, 189
"There is much excitement about Web 2.0 as an unprecedented, novel, community-building space for experiencing, producing, and consuming leisure, particularly... 
Space | SOCIAL SCIENCE / Media Studies | TECHNOLOGY & ENGINEERING / Social Aspects | Web 2.0 | SOCIAL SCIENCE / Sociology / General | Social networks | Internet | Social aspects | Leisure Studies | Technoculture | Human Geography | Leisure | Cyberculture | Online social networks
Book
2013, ISBN 1472409396, viii, 333
Imagine if a student spent as much time managing information as celebrities doted on dieting? While eating too much food may be the basis of a moral panic... 
Information technology | Knowledge management | Management | Library & Information Science | Popular Culture | Study Skills
Book
2015, Routledge studies in anthropology, ISBN 1138831743, Volume 20., xi, 135
Book