Johns Hopkins Guide to Digital Media

Media Coverage:

The Johns Hopkins Guide to Digital Media has a spectrum of well-chosen terms and authoritative discussions by preeminent scholars in the field. A special bonus is that many of the practitioners are at the forefront of creating the kinds of works they discuss, investing their entries written with the double perspectives of scholar and creator. Highly recommended for anyone who wants to know more about this rapidly emerging field.” — Katherine Hayles, Duke University

“As soon as I got this I started using it as a reference work. It has cogent, constrained entries on dozens of digital media and culture topics. Students and teachers alike should have this handy for background checks on stray concepts and cultural forms. It is very helpful for reducing the noise in the fluid and contested terrain of digital media. An essential work.” — McKenzie Wark, The New School for Social Research

” The Johns Hopkins Guide to Digital Media is a wide, panoramic window on the best humanistic and artistic thought about digital media today. Covering new media studies, digital humanities, electronic literature and art, digital gaming, and other areas, the volume is impressively broad and deep. It offers factual and theoretical approaches; attends to past and present developments; and is multinational in spirit. The list of contributors is a ‘who’s who’ of both emerging and established authors in the digital media field, many of them the central authorities on their topics.” — Alan Liu, University of California, Santa Barbara

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It has been a great honor to have the opportunity to edit the Johns Hopkins Guide to Digital Media (2014) with Marie-Laure Ryan and Benjamin Robertson. Our rationale for this guide was that the study of “digital media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity, and is rapidly turning into an established academic field, with many universities now offering it as a major. While a plethora of books have been published on the various cultural applications of digital technology, we still lack a systematic and comprehensive reference work to which teachers and students can quickly turn for reliable information on the key terms and concepts of the field. This book, then, presents an interdisciplinary panorama of the concepts, tools, and software that have allowed digital media to produce the most innovative intellectual, artistic and social practices of our time.

Especially thrilling is the list of contributors and entries these top-notch scholars who wrote for this collection. Below is a list of these contributors and their entries (although I should note that there may be a few changes between now and publication).

ENTRY CONTRIBUTOR
Algorithm Bethany Nowviskie
Alternate Reality Gaming Nicole Labitzke
Analogue vs. Digital Jake Buckley
Animation/Kineticism Brian Kim Stefans
Archive Katherine Harris
Artificial Intelligence David Elson
Artificial Life and Media Art Simon Penny
Artificial Life in Historical Context Simon Penny
Audio Culture Aaron Angello
Augmented Reality Jay David Bolter
Authoring Systems Judy Malloy
Avatars Bjarke Liboriussen
Biopoetry Eduardo Kac
Blogs Ruth Page
Cave John Cayley
Cell Phone Novel Larissa Hjorth
Chatterbots Ragnhild Tronstad
Cheats Julian Kücklich
Code Mark Marino
Code Aesthetics David Berry
Cognitive Implications of New Media Anne Mangen and Jean-Luc Velay
Collaborative Narrative Scott Rettberg
Collective Intelligence John Duda
Combinatory and Automatic Text Generation Philippe Bootz and Christopher Funkhouser
Computational Linguistics Inderjeet Mani
Conceptual Writing Darren Wershler
Copyright Benjamin J. Robertson
Critical Digital Editions Claire Clivaz and David Hamidovic
Critical Theory David Golumbia
Cut Scenes Rune Klevjer
Cyberfeminism Kate Mondloch
Cybernetics Bernard Geoghegan and Benjamin Peters
Cyberpunk Lisa Swanstrom
Cyberspace Marie-Laure Ryan
Cyborg and Posthuman Raine Koskimaa
Data Matthew Fuller
Database Christiane Paul
Dialogue Systems Jichen Zhu
Digital and Net Art Roberto Simanowski
Digital Fiction Maria Engberg
Digital Humanities Matthew K. Gold
Digital Installation Art Kate Mondloch
Digital Poetry Leonardo Flores
Early Digital Art and Writing (pre-1990) Christopher Funkhouser
Easter Eggs Laine Nooney
eBooks Johanna Drucker
Electronic Literature Scott Rettberg
Electronic Literature Organization Marjorie Luesebrink
Email Novel Jill Walker Rettberg
Emergence Ragnhild Tronstad
Ethics Digital Media Charles Ess
Fan Fiction Karen Hellekson
Film and Digital Media Jens Eder
Flarf Darren Wershler
Flash/Director Brian Kim Stefans
Free and Open Source Software Luis Felipe Rosado Murillo
From Book to Screen Kirstyn Leuner
Game History Henry Lowood
Game Theory Travis Ross
Gameplay Jesper Juul
Games and Education Brian Magerko
Games as Art/Literature David Ciccoricco
Games as Stories David Ciccoricco
Gender and Media Use Ruth Page
Gender Representation Kim Knight
Glitch Aesthetics Lori Emerson
Graph Theory Marie-Laure Ryan
Graphic Realism Rune Klevjer
Hacker E. Gabriella Coleman
History of Animated Poetry Philippe Bootz
History of Computers Jussi Parikka
Hoaxes Jill Walker Rettberg
Holopoetry Eduardo Kac
Hypertextuality Astrid Ensslin
Identity Steven Edward Doran
Immersion Jan-Noël Thon
Independent and Art Games Celia Pearce
Interactive Cinema Glorianna Davenport
Interactive Documentary Sandra Gaudenzi
Interactive Drama Brian Magerko
Interactive Fiction Emily Short
Interactive Narrative Marie-Laure Ryan
Interactive Television Jens Jensen
Interactivity Peter Mechant and Jan Van Looy
Interface Carl Therrien
Language Use in Online and Mobile Communication Naomi S. Baron
Life History Ruth Page
Linking Strategies Susana Pajares Tosca
Location-Based Narrative Scott Ruston
Ludus and Paidia Marie-Laure Ryan
Machinima Michael Nitsche
Markup Languages Kirstyn Leuner
Mashup Benjamin J. Robertson
Materiality Anna Munster
Media Ecology Michael Goddard
Mediality Jan-Noël Thon
Micro-Blogging (Twitter) Brian Croxall
Mobile Entertainment Anastasia Salter
MUDs and MOOs Torill Mortensen
Music Aden Evens
Narrativity Jan-Noël Thon
Networking Mark Nunes
Ngram John Cayley
Non-linear Writing Astrid Ensslin
NPC (Non-Player Character) Ragnhild Tronstad
Old Media/New Media Jessica Pressman
Online Game Communities Celia Pearce
Online Worlds Lisbeth Klastrup
Ontology (in Games) Jose Zagal
Participatory Culture Melissa Brough
Performance Ragnhild Tronstad
Plot Types and Interactivity Marie-Laure Ryan
Politics and New Media Joss Hands
Preservation Matthew Kirschenbaum
Procedural Jonathan Lessard
Properties of Digital Media David Golumbia
Quest Narrative Ragnhild Tronstad
Race and Ethnicity Kim Knight
Randomness Marie-Laure Ryan
Reading Strategies Adalaide Morris
Relations Between Media Philipp Schweighauser
Remediation Jay David Bolter
Remix Aaron Angello
Role-Playing Susana Pajares Tosca
Sampling Benjamin Robertson
Searle’s Chinese Room Inderjeet Mani
Self-Reflexivity in Electronic Art Winfried Nöth
Semantic Web Axel-Cyrille Ngonga Ngomo
Simulation Gonzalo Frasca
Social Network Sites (SNS) Olga Goriunova and Chiara Bernardi
Software Studies Matthew Fuller
Spatiality of Digital Media Marie-Laure Ryan
Story Generation Pablo Gervás
Storyspace Anja Rau
Subversion (Creative Destruction) Davin Heckman
Tabletop Roleplaying Games Olivier Caïra
Temporality of Digital Works John David Zuern
Transmedial Fiction Christy Dena
Turing Test Ragnhild Tronstad
Video Patrick Vonderau
Video Game Genres Andreas Rauscher
Viral Aesthetics Jussi Parikka
Virtual Bodies Marco Caracciolo
Virtual Economies Edward Castronova and Travis L. Ross
Virtual Reality Ken Hillis
Virtuality Michael Heim
Walkthrough Frederik De Grove and Jan Van Looy
Web Comics Karin Kukkonen
Wiki Writing Seth Perlow
Windows Jay David Bolter
Word-Image Maria Engberg
Worlds and Maps Bjarke Liboriussen
Writing Under Constraint Anastasia Salter