This open access book is an outcome of the EU’s Horizon 2020 project ‘Financial and Institutional Reforms for an Entrepreneurial Society’ (FIRES). Building on historical, economic and legal analysis, and combining methods and data across disciplines, the authors provide policymakers, stakeholders and scholars with valuable new tools for assessing and improving Europe’s entrepreneurial e…
From SARS to avian influenza, Ebola virus and MERS-CoV, infectious diseases have received increasing attention in recent decades from scientists, risk managers, the media and the general public. What explains the constant emergence of infectious diseases? What are the related challenges? In five chapters, experts from different scientific fields analyse the ecological, social, institutional and…
Increasingly, technology is at stake in toys, games and playing. With the immense popularity of computer games, questions concerning the role and function of technology in play have become more pressing. A key aspect of the increasing technologization and digitalization of both toys and play is the vagueness of borders between producers, consumers and players. In these so-called participatory c…
The second volume in the SIRCA book series investigates the impact of information society initiatives by extending the boundaries of academic research into the realm of practice. Global in scope, it includes contributions and research projects from Asia, Africa and Latin America. The international scholarly community has taken a variety of approaches to question the impact of information societ…
'Strange Science: Investigating the Limits of Knowledge in the Victorian Age' is an unprecedented collection that examines marginal, fringe, and unconventional forms of scientific inquiry, as well as their cultural representations in the Victorian period. Although now relegated to the category of the pseudoscientific, fields like mesmerism and psychical research captured the imagination of th…
Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playi…
Digital media histories are part of a global network, and South Asia is a key nexus in shaping the trajectory of digital media in the twenty-first century. Digital platforms like Facebook, WhatsApp, and others are deeply embedded in the daily lives of millions of people around the world, shaping how people engage with others as kin, as citizens, and as consumers. Moving away from Anglo-Americ…
Digital Tools in Urban Schools demonstrates significant ways in which high school teachers in the complex educational setting of an urban public high school in northern California extended their own professional learning to revitalize learning in their classrooms. Through a novel research collaboration between a university and this public school, these teachers were supported and guided in deve…
"Links" are among the most basic---and most unexamined---features of online life. Bringing together a prominent array of thinkers from industry and the academy, The Hyperlinked Society addresses a provocative series of questions about the ways in which hyperlinks organize behavior online. How do media producers' considerations of links change the way they approach their work, and how do these c…
A dynamic examination of the media industry in the Nordic countries during the transition to today's digital environment