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CMM1109 Cyberculture Studies
Credit Points: 15
This unit explores the interface between new technologies and contemporary culture. Students will gain an understanding of the way that new and emerging technologies have changed the way we interact, communicate and imagine our world. Key technologies will be examined (the Internet, computer gaming, SMS texting, virtual reality systems, “cyborg” technologies), within their historical, social, philosophical and aesthetic contexts. The unit provides a history and theory of the Internet; emerging forms of the interface and interactivity; new theories of subjectivity in cyberspace; a history of computer gaming; theories of the network; complexity, chaos and emergence as new methods of understanding within the humanities. A particular emphasis of the unit will be concerned with strategies to strengthen the interface between theory and the practical skills required while living within a computer-mediated cyberculture, all the while emphasising a humanities approach to the study of human-technology interaction. Students in this unit will begin to develop the critical, communicative and aesthetic tools they will need to use as individuals within the “digital age”.

This Unit is part of the following Courses / Unit Sets
G24Bachelor of Arts (Education)/Bachelor of Communications
M35Bachelor of Communications
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For the purposes of considering a request for Reasonable Adjustments under the Disability Standards for Education (Commonwealth 2005), inherent requirements for this subject are articulated in the Unit Description, Learning Outcomes, Graduate Attributes and Assessment Requirements of this entry. The University is dedicated to provide support to those with special requirements. Further details on the support for students with disabilities or medical conditions can be found at the Student Equity, Diversity and Disability Service website:

Last Updated - Higher Education: 30/09/2006 VET: 30/09/2006