eBook The SAGE Handbook of Digital Technology Research, 1st Edition

  • Sara Price
  • Published By: Sage UK
  • ISBN-10: 1446287084
  • ISBN-13: 9781446287088
  • DDC: 004.019
  • Grade Level Range: College Freshman - College Senior
  • 512 Pages | eBook
  • Original Copyright 2013 | Published/Released December 2014
  • This publication's content originally published in print form: 2013
  • Price:  Sign in for price

About

Overview

Providing readers with an expansive and international overview, this Handbook is the ideal resource on this fast-paced and ubiquitous field.

Table of Contents

Front Cover.
Half Title Page.
Title Page.
Copyright Page.
Contents.
Notes on the Editors and Contributors.
Introduction.
1: An Introduction to the Field of Contemporary Digital Technology Research.
2: The Historical Context.
3: The Field of Digital Technology Research.
4: New Digital Technologies: Key Characteristics and Considerations.
5: Context, Location and Mobility: A Human Story.
6: Online Information: Access, Search and Exchange.
7: Social Media, Human Connectivity and Psychological Well-Being.
8: Engaging Practices: Doing Personalized Media.
9: Ethics, Phenomenology and Ontology.
10: Research Perspectives for Digital Technologies: Theory and Analysis.
11: Critical Theory of Technology.
12: Critical and Cultural Approaches to HCI.
13: Theories of Embodiment in HCI.
14: Space and Place in Digital Technology Research: A Theoretical Overview.
15: Affect and Experiential Approaches.
16: Ethnographic Approaches to Digital Research.
17: The Mediational Perspective on Digital Technology: Understanding the Interplay between Technology, Mind and Action.
18: Ethnomethodology and Conversation Analysis: Empirical Approaches to the Study of Digital Technology in Action.
19: Behavioral Trace Data for Analyzing Online Communities.
20: Multimodal Methods for Researching Digital Technologies.
21: Projection, Place, and Point-of-View in Research through Design.
22: Design Research: Observing Critical Design.
23: Environments and Tools for Digital Research.
24: Tangibles: Technologies and Interaction for Learning.
25: Material Computing: Integrating Technology into the Material World.
26: Haptic Interfaces.
27: Contrasting Lab-Based and In-The-Wild Studies for Evaluating Multi-User Technologies.
28: Ubiquitous Virtual Reality Environments.
29: Location-Based Environments and Technologies.
30: Mobile Learning in the Majority World: A Critique of the GSMA's Position.
31: Online and Internet-Based Technologies: Gaming.
32: Online and Internet-Based Technologies: Social Networking.
33: Learner Modelled Environments.
34: The Interplay between Research and Industry: HCI and Grounded Innovation.
Afterword: Looking to the Future.
Index.