by Susana Tosca
Assistant Professor

Dept. Digital Aesthetics and Communication<

Center for Computer Games Research <

 

Spring 2004

DKM Study Program

IT-University of Copenhagen

 

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Introduction:
This course examines the ways that the new information technologies are affecting everyday life, culture, institutions, groups, and individuals; dealing with issues about the representation, identity, production, consumption and regulation of IT. Grounded in the fields of cultural studies and, to a lesser extent, sociology, the course will explore a variety of topics from several theoretical approaches, as well as provide practical experience with different research methodologies (statistical, qualitative, ethnographic, textual analysis, etc.).

The course will each session focus on a particular case study in order to bring theory and practise together (for example the new social practises regarding the use of mobile phones).

Expectations:
Students are expected to have an interest in the cultural implications of IT phenomena, as well as a willingness to participate actively in the course´s rhythm (read texts, go to exercises, participate in discussions...).

Goals:
Upon successful completion of this course students will be able to:

1)Demonstrate a critical understanding of major cultural and social issues regarding the use of the Internet and the role of information technologies in contemporary life.

2)Understand the broader historical context of “new media” cultural and social issues.

3)Demonstrate familiarity with several methodological approaches in the study of digital culture.

4)Apply major sociological and cultural studies theories to a variety of issues around the Internet and digital media.

5)Identify a question/problem in the Cultural/social analysis of IT, select and appropriate method for examination, and carry out an original research project.