Get 20M+ Full-Text Papers For Less Than $1.50/day. Start a 14-Day Trial for You or Your Team.

Learn More →

Media and the Government of PopulationsGoverning Digitally Networked Populations

Media and the Government of Populations: Governing Digitally Networked Populations [Chapter 3 considers how particular populations are caught up in digitally networked environments. After addressing the matter of how we define or specify populations as being digitally networked and how we locate them, the chapter further explores the category of population to pin down how populations are the objects of projects to govern them. The chapter considers examples of “governing projects,” including incitements and programs to motivate people to go online, and the building of digital and creative economies in which people increasingly are working, creating value, and requiring management, to make visible the contending objectives and plans for shaping the lives of populations in a time of ubiquitous computing.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Media and the Government of PopulationsGoverning Digitally Networked Populations

Loading next page...
 
/lp/springer-journals/media-and-the-government-of-populations-governing-digitally-networked-inuSNAgYFh
Publisher
Palgrave Macmillan UK
Copyright
© The Editor(s) (if applicable) and The Author(s) 2018. The author(s) has/have asserted their right(s) to be identified as the author(s) of this work in accordance with the Copyright, Designs and Patents Act 1988.
ISBN
978-1-137-34772-5
Pages
95 –132
DOI
10.1057/978-1-137-34773-2_3
Publisher site
See Chapter on Publisher Site

Abstract

[Chapter 3 considers how particular populations are caught up in digitally networked environments. After addressing the matter of how we define or specify populations as being digitally networked and how we locate them, the chapter further explores the category of population to pin down how populations are the objects of projects to govern them. The chapter considers examples of “governing projects,” including incitements and programs to motivate people to go online, and the building of digital and creative economies in which people increasingly are working, creating value, and requiring management, to make visible the contending objectives and plans for shaping the lives of populations in a time of ubiquitous computing.]

Published: Jul 21, 2018

There are no references for this article.