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Brand machines, sensory media and ca...
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Brodmerkel, Sven.
Brand machines, sensory media and calculative culture[electronic resource] /
紀錄類型:
書目-電子資源 : Monograph/item
杜威分類號:
659.144
書名/作者:
Brand machines, sensory media and calculative culture/ by Sven Brodmerkel, Nicholas Carah.
作者:
Brodmerkel, Sven.
其他作者:
Carah, Nicholas.
出版者:
London : : Palgrave Macmillan UK :, 2016.
面頁冊數:
xxi, 201 p. : : ill., digital ;; 24 cm.
Contained By:
Springer eBooks
標題:
Culture - Study and teaching.
標題:
Ethnology.
標題:
Multimedia systems.
標題:
Cultural and Media Studies.
標題:
Cultural Anthropology.
標題:
Cultural Theory.
標題:
Cultural Studies.
標題:
Multimedia Information Systems.
ISBN:
9781137496560
ISBN:
9781137496553
內容註:
Introduction -- 1.Intrusions: Managing disruptions -- 2.Instructions: Producing Participation -- 3.Impulses: Engineering Behaviour -- 4.I/O Devices: Conducting Interactions -- 5.Infrastructures: Orchestrating Action -- 6.Interventions: Reimagining Advertising -- Conclusion.
摘要、提要註:
'A very original analysis of the relation between the commercialisation of digital technology and the lives of contemporary consumers: advertising in the age of the algorithm.' - John Sinclair, University of Melbourne, Australia This study argues that the defining feature of contemporary advertising is the interconnectedness between consumer participation and calculative media platforms. It critically investigates how audience participation unfolds in an algorithmic media infrastructure in which brands develop media devices to codify, process and modulate human capacities and actions. With the shift from a broadcast to an interactive media system, advertisers have reinvented themselves as the strategic interface between computational media systems and the lived experience and living bodies of consumers. Where once advertising relied predominantly on symbolic appeals to affect consumers, it now centres on the use of computational devices that codify, monitor, analyse and control their behaviours. Advertisers have worked to stimulate and harness consumer participation for several generations. Consumers undertook the productive work of making brands a part of their cultural identities and practices. With the emergence of a computational mode of advertising consumer participation extends beyond the expressive activity of creating and circulating meaning. It now involves making the lived experience and the living body available to the experimental capacities of media platforms and devices. In this mode of advertising brands become techno-cultural processes that integrate calculative and cultural functions. Brand Machines, Sensory Media and Calculative Culture conceptualises and theorises these significant changes in advertising. It takes consumer participation and its interconnectedness with calculative media platforms as the fundamental aspect of contemporary advertising and critically investigates how advertising, consumer participation and technology are interrelated in creating and facilitating lived experiences that create value for brands.
電子資源:
http://dx.doi.org/10.1057/978-1-137-49656-0
Brand machines, sensory media and calculative culture[electronic resource] /
Brodmerkel, Sven.
Brand machines, sensory media and calculative culture
[electronic resource] /by Sven Brodmerkel, Nicholas Carah. - London :Palgrave Macmillan UK :2016. - xxi, 201 p. :ill., digital ;24 cm.
Introduction -- 1.Intrusions: Managing disruptions -- 2.Instructions: Producing Participation -- 3.Impulses: Engineering Behaviour -- 4.I/O Devices: Conducting Interactions -- 5.Infrastructures: Orchestrating Action -- 6.Interventions: Reimagining Advertising -- Conclusion.
'A very original analysis of the relation between the commercialisation of digital technology and the lives of contemporary consumers: advertising in the age of the algorithm.' - John Sinclair, University of Melbourne, Australia This study argues that the defining feature of contemporary advertising is the interconnectedness between consumer participation and calculative media platforms. It critically investigates how audience participation unfolds in an algorithmic media infrastructure in which brands develop media devices to codify, process and modulate human capacities and actions. With the shift from a broadcast to an interactive media system, advertisers have reinvented themselves as the strategic interface between computational media systems and the lived experience and living bodies of consumers. Where once advertising relied predominantly on symbolic appeals to affect consumers, it now centres on the use of computational devices that codify, monitor, analyse and control their behaviours. Advertisers have worked to stimulate and harness consumer participation for several generations. Consumers undertook the productive work of making brands a part of their cultural identities and practices. With the emergence of a computational mode of advertising consumer participation extends beyond the expressive activity of creating and circulating meaning. It now involves making the lived experience and the living body available to the experimental capacities of media platforms and devices. In this mode of advertising brands become techno-cultural processes that integrate calculative and cultural functions. Brand Machines, Sensory Media and Calculative Culture conceptualises and theorises these significant changes in advertising. It takes consumer participation and its interconnectedness with calculative media platforms as the fundamental aspect of contemporary advertising and critically investigates how advertising, consumer participation and technology are interrelated in creating and facilitating lived experiences that create value for brands.
ISBN: 9781137496560
Standard No.: 10.1057/978-1-137-49656-0doiSubjects--Topical Terms:
378232
Culture
--Study and teaching.
LC Class. No.: HF6146.I58 / B76 2016
Dewey Class. No.: 659.144
Brand machines, sensory media and calculative culture[electronic resource] /
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Introduction -- 1.Intrusions: Managing disruptions -- 2.Instructions: Producing Participation -- 3.Impulses: Engineering Behaviour -- 4.I/O Devices: Conducting Interactions -- 5.Infrastructures: Orchestrating Action -- 6.Interventions: Reimagining Advertising -- Conclusion.
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