• gaming issues (i.e. women and gaming; violence and gaming; regulating the purchase of games by children; the Adventure game genre; the military and war games)
  • legal issues (i..e. filesharing; privacy on-line and the Patriots Act; hacking; redefining copyright; regulating the internet)
  • media issues (i.e. the future in film; cinematic cyborgs; on-line advertising; digital photography and digital art; webcomics)
  • writing issues (i.e. IM & Standard Written English; blogging as new journalism; blogging and public/private expression; discussion lists)
  • technology issues (i.e. robotics, nanotechnology; voice recognition technology; biometrics)
  • subcultures (i.e. case-modding; on-line fansites; webzines; hackers & crackers; L33t; neo-ludites)
  • politics on-line (i.e. internet campaigning; e-voting; flash mobs and on-line activism)
  • e-commerce (i.e. internet marketing; on-line advertising; on-line shopping; on-line gambling)
  • software & communication technology (i.e. browser wars; outsourcing)
  • cultural critique (EVP and technophobia; transformations in perceptions of time)