Creative Tools and the Softwarization of Cultural Production
In: Creative Working Lives
1. Introduction: Refiguring the digital tools of creative work and cultural production -- Part 1: Frameworks for studying softwarization and cultural production -- 2.TikTok as a platform tool: Surveying disciplinary perspectives on platforms and cultural production -- 3.The Spatial Languages of Virtual Production: Critiquing Softwarization with Aesthetic Analysis -- 4.Generative AI and the Technological Imaginary of Game Design -- Part 2: Studies of cultural subjectivities after softwarization -- 5.Autoharps, Chord Organs, and MIDI Packs: Easy-Playing Instruments, Gender, and Classes of Musical Participation -- 6.Figurations of the Tool Agnostic -- 7.The expressive subject: prosumers, virtuosi, and digital musical control -- 8.Artist and Agency: Technologies for Exploring Self and Place -- Part 3: Socialities of softwarized cultural production -- 9.Alternative gamemaking tools as grassroots platforms -- 10.Bypassing defaults in data visualisation design processes: a Tableau case study -- 11.The Creative Appropriation of a Scientific Software: The FITS Liberator, a Case Study -- 12.Dolby Atmos Music and the Production of Risk.