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.
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