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.