Examples of technologies that (re)produce culture and subjectivity:

  • Internet radio and TV that are finely niched;
  • Entertainment outlets that deliver content simultaneously on Web sites, TV, and traditional printed media (e.g., Oprah Winfrey and Martha Stewart);
  • Flash Web sites that offer games, movie content, and computer downloads;
  • IPods that play music, podcasts, and videos, save your homework, and can digitally record your voice;
  • Free streaming video and audio on Web search sites and portals that contextualize all content with advertisements;
  • GPS devices in cars that tell you how to get to restaurants and may even provide dining options for you;
  • Cell phones that play MP3s, surf the Internet, and store data;
  • TV shows that not only offer a companion Web site but provide supplementary content, downloads, and games only accessible on that site;
  • Video game producers that build games that extend storylines from movies, often using the same actors as voices in the games themselves, or sports games that use the real-life sports figures, their bodily movements, likenesses, and voices to populate the games themselves;
  • Blogs that build communities around TV shows, movies, video games, sports, and entertainment icons;
  • Portable game consoles that can be taken anywhere which play mini-DVDs, games, and MP3s, as well as serve as PDAs and data storage devices.