Our Books

Proofs of Genius: Collected Editions from the American Revolution to the Digital Age
Fall 2015
Amanda Gailey
Editorial Theory and Literary Criticism

Tempest: Geometries of Play
Fall 2015
Judd Ethan Ruggill and Ken S. McAllister
Landmark Video Games

Web Writing: Why and How for Liberal Arts Teaching and Learning
Spring 2015
Jack Dougherty and Tennyson O'Donnell, Editors
Digital Humanities

The Media Welfare State
Fall 2014
Trine Syvertsen, Gunn Enli, Ole J. Mjøs, and Hallvard Moe
New Media World

Writing History in the Digital Age
Fall 2013
Kristen Nawrotzki and Jack Dougherty
Digital Humanities

Wiki Writing: Collaborative Learning in the College Classroom
Robert E. Cummings and Matt Barton, Editors

The Best of Technology Writing 2007
Steven Levy, Editor
Best of Technology Writing

The Best of Technology Writing 2006
Brendan I. Koerner, Editor
Best of Technology Writing

Book Series

This book series celebrates varieties of forms—of prose that breaks the rules, bends conventions, and reconfigures genre. The books in this series engage playfulness and experimentation without sacrificing accessibility and readability. The voices represented in the series come alive on the page through prose that is at once down-to-earth and also a reflection of an artist at home with his or her improvisations.
Best of Technology Writing
The Best of Technology Writing series offers a compendium of enriching tech writing from online and print magazines, journals, and other collections.
The Digital Humanities series provides a forum for ground-breaking and benchmark work in digital humanities. This rapidly growing field lies at the intersections of computers and the disciplines of arts and humanities, library and information science, media and communications studies, and cultural studies. The purpose of the series is to feature rigorous research that advances understanding of the nature and implications of the changing relationship between humanities and digital technologies.
The Sweetland Digital Rhetoric Collaborative Book Series publishes texts that investigate the multiliteracies of digitally mediated spaces both within academia as well as other contexts.
Editorial Theory and Literary Criticism
The Editorial Theory and Literary Criticism series provides a framework for new conversations about the intersection of digital technologies, critical scholarly editions, and theories about how to approach literature and literary editions from an information-age perspective.
Each book in the Landmark Video Games series addresses a specific game or game series, examining it through a variety of approaches, including game design, genre, form, content, and context within video game history. The series is designed to produce a collective inquiry into the video game medium through explorations of the influential games that have set the course and changed the direction of video game history.
The New Media World series explores key themes relating to the emerging media environment: the broad ecosystem of technologies, processes, audiences, consumers, industries, governments, and sponsors that interact around various forms of information such as entertainment, news, education, and advertising.
The Technologies of the Imagination series investigates what it means to live in an era saturated with digital media. Through detailed studies of everyday practice, this series will feature work that offers a vivid and grounded perspective on contemporary culture, paying particular attention to the point of view of children and youth.
The New Public Scholarship
The New Public Scholarship series is dedicated to scholarly work that directly impacts communities beyond the boundaries of higher-education institutions. The series demonstrates how "the public good" is central to the academy and showcases studies that push public welfare to the forefront of scholarly inquiry.