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.
|