Reading List

Major works

Bogost, I. (2006) Unit Operations: An Approach to Videogame Criticism. Cambridge: MIT Press.

Chun, W. (2011) Programmed Visions: Software and Memory. Cambridge: MIT Press.

Fuller, M. (ed.), (2008) Software Studies: A Lexicon. Cambridge: MIT Press.

Galloway, A. (2004) Protocol: How Control Exists after Decentralization. Cambridge: MIT Press.

Gallow, A. (2006) 'Language Wants to Be Overlooked: On Software and Ideology', Journal of Visual Culture 5(3): 315-331.

Galloway, A. & Thacker, E. (2007) The Exploit: A Theory of Networks. Minneapolis: University of Minnesota Press.

Hall, S. (1980) 'Encoding, Decoding': http://www9.georgetown.edu/faculty/irvinem/theory/SH-Coding.pdf.

Hayles, N.K. (2004) 'Print Is Flat, Code Is Deep: The Importance of Media-Specific Analysis', Poetics Today 25(1): 67-90.

Kirschenbaum, M.G. (2008) Mechanisms: New Media and the Forensic Imagination. Cambridge: MIT Press.

Kittler, F. (1997) 'There Is No Software', Literature, Media, Information Systems. G+B Arts. 147-155.

Lessig, L. (1999) Code and Other Laws of Cyberspace. New York: Basic Books.

Mackenzie, A. (2006) Cutting Code: Software and Sociality. New York: Peter Lang.

Thacker, E. (ed.), (2001) Hard_Code: Narrating the Network Society. Boulder: Alt-X Press.

Further references

'Code', University of Chicago 'Theories of Media: Keywords Glossary': http://csmt.uchicago.edu/glossary2004/code.htm.

'The Critical Code Studies Blog': http://criticalcodestudies.com.

'Critical Code Studies Forum': http://hastac.org/forums/hastac-scholars-discussions/critical-code-studies.

'Special Issue: Codes and Codings in Crisis', (2011) Theory, Culture & Society 28(6): http://tcs.sagepub.com/content/28/26.toc.

Bennett, J. (2010) Vibrant Matter: A Political Ecology of Things. Duke University Press.

Bentley, P.J. (2003) 'The Meaning of Code', Code: The Language of Our Time. Hatje Cantz Publishers: http://90.146.8.18/en/archiv_files/20031/FE_2003_bentley_en.pdf.

Berlant, L. (2008) The Female Complaint: The Unfinished Business of Sentimentality in American Culture. Durham: Duke University Press.

Berry, D.M. (2011) The Philosophy of Software: Code and Mediation in the Digital Age. New York: Palgrave Macmillan.

Bogost, I. & Montfort, N. 'Platform Studies': http://platformstudies.com/.

boyd, d. (2010) 'Social Steganography: Learning to Hide in Plain Sight': http://www.zephoria.org/thoughts/archives/2010/2008/2023/social-steganography-learning-to-hide-in-plain-sight.html.

Bruns, A., Burgess, J., Highfield, T.J., Kirchoff, L. & Nicolai, T. (2011) 'Mapping the Australian Networked Public Sphere', Social Science Computer Review 29(3): 277-287.

Campbell-Kelly, M. (2003) From Airline Reservations to Sonic the Hedgehog: A History of the Software Industry. Cambridge: MIT Press.

Cascone, K. (2002) 'The Aesthetics of Failure: 'Post-Digital' Tendencies in Contemporary Computer Music', Computer Music Journal 24(4): 12-18.

Chun, W.. (2004) 'On Software, or the Persistence of Visual Knowledge', Grey Room 18: 26-51.

Chun, W. (2009) 'Introduction: Race and/as Technology; or, How to Do Things to Race ', Cambridge Journal of Economics 24(1): 7-35.

Cook, E.H. (1996) Epistolary Bodies: Gender and Genre in the Eighteenth-Century Republic of Letters. Stanford: Stanford University Press.

Cox, G., McLean, A. & Ward, A. 'The Aesthetics of Generative Code': http://generative.net/papers/aesthetics/.

Cubitt, S. (2006) 'Analogue and Digital', Theory, Culture & Society 23(2/3): 250-251.

Drucker, J. (2001) 'Digital Ontologies: The Ideality of Form in/and Code Storage—or— Can Graphesis Challenge Mathesis?', Leonardo 34(2): 141-145.

Flusser, V. (2008 [1988]) 'The Crisis of Linearity', Bootprint 1(1): http://bootscontemporaryartspace.org/Downloads/BP1_1.pdf.

Fuller, M. (2003) Behind the Blip: Essays on the Culture of Software. Brooklyn: Autonomedia.

Fuller, M. (2005) Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge: MIT Press.

Gillespie, T. (2006) 'Designed to ‘Effectively Frustrate’: Copyright, Technology, and the Agency of Users', New Media & Society 8(4): 651-669.

Gitelman, L. (2008) Always Already New: Media, History, and the Data of Culture. Cambridge: MIT Press.

Goodman, D. (1994) The Republic of Letters : A Cultural History of the French Enlightenment. Ithaca: Cornell University Press.

Hainge, G. (2007) 'Of Glitch and Men: The Place of the Human in the Successful Integration of Failure and Noise in the Digital Realm', Communication Theory (10503293) 17(1): 26-42.

Hansen, M.B.N. (2006) Bodies in Code: Interfaces with Digital Media. New York: Routledge.

Haraway, D. (1997) Modest_Witness@Second_Millennium.Femaleman©Meets_Oncomouse™: Feminism and Technoscience. New York: Routledge.

Hayles, N.K. (1999) How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. Chicago: University of Chicago Press.

Hayles, N.K. (2006) 'Traumas of Code', Critical Inquiry 33(1): 131-157.

Jenkins, H. (2011) 'How Can We Understand Code as a "Critical Artifact"?: Usc's Mark Marino on Critical Code Studies (Part One)': http://henryjenkins.org/2011/2009/how_can_we_understand_code_as.html.

Kitchin, R. & Dodge, M. (2011) Code/Space: Software and Everyday Life. Cambridge: MIT Press.

Kittler, F. (1997) 'Protected Mode', Literature, Media, Information Systems. G+B Arts. 156-168.

Kittler, F. (2008) 'Code', M. Fuller (ed.), Software Studies: A Lexicon. Cambridge: MIT Press. 40-47.

Knoespel, K.J. & Zhu, J. (2007) 'Continuous Materiality: Through a Hierarchy of Computational Codes', Fibreculture 11.

Kücklich, J. (2005) 'Precarious Playbour: Modders and the Digital Games Industry', Fibreculture 5: http://five.fibreculturejournal.org/fcj-025-precarious-playbour-modders-and-the-digital-games-industry/.

Lessig, L. (1999) Code and Other Laws of Cyberspace. New York: Basic Books.

Liu, A. (2004) 'Transcendental Data: Toward a Cultural History and Aesthetics of the New Encoded Discourse', Critical Inquiry 31: 49-84.

Lovink, G. (2011) 'Unlike Us: Understanding Social Media Monopolies and Their Alternatives', Research Project, Institute of Network Cultures: http://networkcultures.org/wpmu/weblog/2011/2007/2015/new-inc-research-network-unlike-us-understanding-social-media-monopolies-and-their-alternatives/.

Mackenzie, A. (2005) 'The Performativity of Code: Software and Culture of Circulation', Theory, Culture & Society 22(1): 71-92.

Mackenzie, A. (2006) Cutting Code: Software and Sociality. New York: Peter Lang.

Manovich, L. (2001) The Language of New Media. Cambridge: MIT Press.

Manovich, L. (2008) Software Takes Command (Draft). http://lab.softwarestudies.com/2008/11/softbook.html.

Marino, M. (2010) 'Critical Code Studies', Electronic Book Review electropoetics: http://www.electronicbookreview.com/thread/electropoetics/codology.

Marino, M. (2010) 'Critical Code Studies and the Electronic Book Review: An Introduction', Electronic Book Review: http://www.electronicbookreview.com/thread/firstperson/ningislanded.

McCrea, C. (2011) 'We Play in Public: The Nature and Context of Portable Gaming Systems', Convergence: The International Journal of Research into New Media Technologies 17(4): 389-404.

McCrea, C. & Tofts, D. (2010) 'What Now? The Imprecise and Disagreeable Aesthetics of Remix', Fibreculture 15: http://fifteen.fibreculturejournal.org/.

Milne, E. (2010) Letters, Postcards, Email: Technologies of Presence. New York and Oxon: Routledge.

Montfort, N. & Bogost, I. (2009) Racing the Beam: The Atari Video Computer System. Cambridge: MIT Press.

Munster, A. (2006) Materializing New Media: Embodiment in Information Aesthetics. Lebanon: Dartmouth College Press.

Parikka, J. (2007) Digital Contagions: A Media Archaeology of Computer Viruses. New York: Peter Lang.

Parikka, J. (2010) Insect Media: An Archaeology of Animals and Technology. Minneapolis: University of Minnesota Press.

Parikka, J. (2011 (forthcoming)) Media Archaeology: Approaches, Applications and Implications. University of California Press.

Plant, S. (1997) Zeros + Ones: Digital Women + the New Technoculture. Doubleday.

Senft, T. (2008) Camgirls: Celebrity & Community in the Age of Social Networks. New York: Peter Lang.

Sobchack, V. (2005) 'Nostalgia for a Digital Object: Regrets on the Quickening of Quicktime', Nordicom Review 25: 29-38.

Wardrip-Fruin, N. (2012) Expressive Processing: Digital Fictions, Computer Games, and Software Studies. Cambridge: MIT Press.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License