Journal articles, videos and music scores from the world’s best digital collections.
Curated by a community of music scholars, students, teachers and librarians, the Open Music Library brings together peer-reviewed journal articles, books and music scores from the world’s digital collections.
Leveraging shared ontologies, linked open data and principles of the semantic web, the Open Music Library integrates disparate digital collections and establishes meaningful links between the items they hold. By aggregating, enriching and integrating valuable primary and secondary sources, the Open Music Library aims to not only advance the state of the art in music knowledge discovery, but also increase opportunities for creative reuse, and promote new possibilities for research and collaboration.
West Space Journal is an online platform for criticism and commissions published on an optimistic basis. (Since mid-2013, we’ve published four issues.) Our contributors are artists, writers, type designers, musicians, oral historians, ethnographers, programmers and poets who are interested in the critical dialogue surrounding contemporary art and its application online.
We’re building a platform to adapt art practices to an online context, though our Journal is predominantly thematically- rather than contextually-driven. Our themes organically emerge over discussions between contributors and editors.
The Journal of Games Criticism (JGC) is a non-profit, peer-reviewed, open-access journal which aims to respond to these cultural artifacts by extending the range of authors to include both traditional academics and popular bloggers. The journal strives to be a producer of feed-forward approaches to video games criticism with a focus on influencing gamer culture, the design and writing of video games, and the social understanding of video games and video games criticism.
JGC publishes original articles and reviews. Articles that identify trends across multiple video games or video game-related objects are preferred. Reviews of texts about video games and of video games are also welcome. Please see the submission guidelines for more details on how to submit articles and/or reviews.
The primary objective of Loading… is to publish Canadian scholarship, research and art in the interdisciplinary field of digital games studies. Canadian perspectives and voices, especially cross- and inter-disciplinary studies are encouraged as is more technically focused work. Every effort will also be made to support special issues of the journal that take up particular themes and/or problems in the field.
Loading… accepts articles spanning a wide range of interests, disciplines and viewpoints in games studies, as long as they are written in the manner and style of critical inquiry, reflection, exposition, interpretation, debate, and argumentation. Both conceptual and empirical studies are invited.
Axon: Creative Explorations is an international peer-reviewed journal that focuses on the characteristics of creativity and the creative process. It is published twice a year (usually in March and September) and encourages research into and discussion of the broad domain of creativity, including:
- the methods and techniques of artists and other creative professionals
- approaches to creative-led research and the theorisation of creative practice
- the ways in which creative works are made and function
- poetics and poetry, and
- the cultural contexts and theoretical frameworks informing creative practice.
The journal is named for the axon, long extensions from the body of neurons which conduct electrical signals to synapses, thus being crucial to transmission within the nervous system. Though each axon is microscopic, when bundled together they play an important part in providing the energy, the action and the communication that make us human. We intend that Axon will operate in much the same way: providing points of connection and transmission across the creative community, providing the sparks of energy we need to keep making our work, and providing a space in which creative thought can be disseminated.
As one of the dominant C20th & C21st entertainment forms, the cinema remains a central focus of this journal. However, the cinema has also had many competitors – especially in more recent times. Computer and console games, comic books, the internet, music, theme parks and their attractions – all have their own role to play in the history of entertainment media. Likewise, entertainment media did not come into being with the emergence of the cinema in the late C19th. Optical and audio media technologies – magic lanterns, phantasmagoria, panoramas, dioramas, automata – have a rich history in entertaining audiences with their audio-visual modes of expression. Like the multiple rays of light refracted from the materiality of a single lens, entertainment media share common concerns with respect to the audiences they address.
Each creates its own illuminations and variations.These variations may be refractions resulting from media historicity: magic lanterns, zoetropes, automata – all had their own histories and functions, yet their forms (along with others) impacted on early film technology which, in turn, developed its own identity, one that continued to transform as it approached the C21st, particularly as it embraced digital technology. Likewise, current entertainment may share a franchise icon – Batman, Spiderman, James Bond, Astro Boy… But, like lenses, these iconic figures create alternative audience experiences as they disperse and transform in the context of alternate media – films, comic books, animated cartoons, computer games. And so it continues. Their materiality aside, entertainment media also possess a refractory nature: they are often obstinate, stubborn, wayward, perverse, and disobedient, refusing to be pinned down by critical responses that seek to homogenize their nature.
Refractory: a Journal of Entertainment Media reflects on these and many other aspects of entertainment experiences, and seeks to explore the fun and, often, serious dimensions to their form.
The Journal of Media Innovations explores how changing technologies and changing modes of usage and engagement with media bring about innovations in media. The Journal of Media Innovations emphasises innovations in the following areas: New media services New players in the media landscape New roles of users New practices by existing media organizations
Users of digital media are becoming increasingly more active as producers (and re-distributors) of content, contributing to new services, new social constellations and new business models. Over the last decade a number of studies have focused on how Internet and mobile communication impact media services, business models and strategies, and user patterns. The Journal of Media Innovations builds on this large body of research, and takes it one step further by explicitly integrating perspectives on the roles of media technology and innovation, with perspectives on the roles users have in generating innovation and transformation in the media sector.
Future Internet (ISSN 1999-5903) is a scholarly open access journal which provides an advanced forum for science and research concerned with evolution of Internet technologies and related Smart Systems for “Net-Living” development. The general reference subject is therefore the evolution towards the future internet ecosystem, which is feeding a continuous, intensive, artificial transformation of the lived environment, for a widespread and significant improvement of well-being in all spheres of human life (private, public, professional).
The subject macro-areas are:
- smart system technologies and architecture
- smart systems and applications
- net-living human factors and quality of life enhancement
Results of interdisciplinary research are particularly welcome, since mutual connections and feedback within and among the stated macro-areas are increasingly required for an effective systematic diffuse enhancement of quality of life through Net-Living.
Welcome to Digital Humanities Quarterly (DHQ), an open-access, peer-reviewed, digital journal covering all aspects of digital media in the humanities. Published by the Alliance of Digital Humanities Organizations (ADHO), DHQ is also a community experiment in journal publication, with a commitment to:
- experimenting with publication formats and the rhetoric of digital authoring
- co-publishing articles with Literary and Linguistic Computing (a well-established print digital humanities journal) in ways that straddle the print/digital divide
- using open standards to deliver journal content
- developing translation services and multilingual reviewing in keeping with the strongly international character of ADHO
DHQ publishes a wide range of peer-reviewed materials, including:
- Scholarly articles
- Editorials and provocative opinion pieces
- Experiments in interactive media
- Reviews of books, web sites, new media art installations, digital humanities systems and tools
Materials published in DHQ appear in the Preview area as soon as they are ready, with announcements marking the release of each new issue, roughly at quarterly intervals.
E-Journal of Cultural Studies is an electronic journal of cultural studies which is published four times a year starting from 2013, every February, May, August, and November. It is published by Cultural Studies Doctorate Program, Postgraduate Program of Udayana University. It contains research reports, articles (reviews), and case reports which are written in English.
Cultural studies constitutes an interdisciplinary area critically discussing socio-political contexts of various cultural practices in society. Its focus is on the relation among such cultural practices and the power controlling them. Cultural studies was pioneered by the Centre for Contemporary Cultural Studies (CCCS) of the University of Birmingham, England, in 1960s. Unlike what has been a tradition in the modern epistemology, cultural studies is concerned with what human emancipation aims at. Therefore, cultural studies does not only refer to a theoretical-conceptual matter but also to the location and critical action in which it manifests itself.
MediaTropes is a peer-reviewed interdisciplinary eJournal devoted to the study of media and mediation. Responding to the challenges of our changing and increasingly interconnected world, this eJournal addresses questions, problems, and issues at the intersection of culture and technology, broadly construed.
Taking inspiration from the legacy of Marshall McLuhan, MediaTropes provides a forum for interdisciplinary approaches to media as communication. McLuhan’s adage, “the medium is the message,” suggests that media communicate messages. Studies of media therefore concentrate on the medium itself as a kind of language with its own conventions for generating meaning, a language that draws on fields of reference that extend outward into many different dimensions of culture.
The trope captures this cultural life of media and meaning. Tropes are rhetorical figures, turns of phrase, or manners of speaking. All media are tropic; they are communicative practices that indicate movement and transformation. The metaphor, for instance, is literally a “carrying across,” and this figure encourages us to examine not just what metaphors and media say, literally, but above all, what they do.
MediaTropes invites the submission of scholarly articles, new critical approaches, multimedia works, and book reviews, in English or French, addressing the wide range of work that the study of media has inspired.
Heathwood Institute and Press is a non-profit critical social research project that was formed by a collective of academic researchers across a wide range of disciplines.
Motivated and inspired by the first generation Frankfurt School and recent movements in critical empirical social research, Heathwood’s aim is to investigate the root causes of social, economic, and environmental crises by offering fundamental, interdisciplinary and methodologically innovative social critique as well as promoting concrete, critical alternatives to the type of social policy symptomatic of today’s highly unjust societies.
Offering a critical response to the crisis of contemporary social theory, Heathwood works toward a critical theory of society through retrieving and advancing key insights of the first-generation Frankfurt School and by integrating these insights with a progressive cross-disciplinary (transdisciplinary) course of study. The project does not aim to interpret critical theory from a post-structuralist or a post-modern perspective, as is common in much of contemporary social theory. Rather, in returning to the Frankfurt School, Heathwood endeavors to critique and move beyond post-structuralism and post-modern theory without regressing to positivism or falling into the traps of relativism.