What is it that makes watching so-called “trashy TV” so fun? What does it mean for a film to be “so bad it’s good?”
Utilizing critical and feminist science and technology studies methods, this thesis offers a new framework, called critical breaking, to allow for reflective and critical examination and analysis of instances of error, breakdown, and failure in digital systems.
This thesis explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games.
The book was written collaboratively by ten authors and focuses on a single line of now-unfamiliar code.
In an economy of informational abundance, does the traditional truth-revealing role of critical media practice still have any political relevance?
Newspapers and magazines are reducing their critical coverage of the arts, but the human appetite to evaluate culture, to debate reactions and opinions, remains as vibrant as ever.
Marcel Duchamp’s “Fountain” extends the question of attributing artistic value to reproduced objects, to artistic value attributed to reproduced art.