Lurking: How a Person Became a User


Joanne McNeil - 2020
    It has created a new, unprecedented cultural space that we are all a part of—even if we don’t participate, that is how we participate—but by which we’re continually surprised, betrayed, enriched, befuddled. We have churned through platforms and technologies and in turn been churned by them. And yet, the internet is us and always has been.In Lurking, Joanne McNeil digs deep and identifies the primary (if sometimes contradictory) concerns of people online: searching, safety, privacy, identity, community, anonymity, and visibility. She charts what it is that brought people online and what keeps us here even as the social equations of digital life—what we’re made to trade, knowingly or otherwise, for the benefits of the internet—have shifted radically beneath us. It is a story we are accustomed to hearing as tales of entrepreneurs and visionaries and dynamic and powerful corporations, but there is a more profound, intimate story that hasn’t yet been told.Long one of the most incisive, ferociously intelligent, and widely respected cultural critics online, McNeil here establishes a singular vision of who we are now, tells the stories of how we became us, and helps us start to figure out what we do now.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

Comic-Con Strikes Again!


Douglas Wolk - 2011
    Every year, 130,000 people flock to San Diego for a five-day marathon of Hollywood star power, sensory overload, gigantic shopping bags, grand feats of imagination, tacky nostalgia, very long lines, and people dressed up as Princess Leia. It's the place where people who love the fantastic side of culture go to express that love, and where the companies that want to sell them fantasies in every possible medium try desperately to woo them. Douglas Wolk (author of the Eisner Award-winning "Reading Comics: How Graphic Novels Work and What They Mean") plunges into Comic-Con's bizarre collision of fans and franchises, and looks at what happens when the marketers of movies, TV shows, comics and games meet their most devoted, most demanding consumers.

Science Fictions: The Epidemic of Fraud, Bias, Negligence and Hype in Science


Stuart Ritchie - 2020
    But what if science itself can’t be relied on?Medicine, education, psychology, health, parenting – wherever it really matters, we look to science for advice. Science Fictions reveals the disturbing flaws that undermine our understanding of all of these fields and more.While the scientific method will always be our best and only way of knowing about the world, in reality the current system of funding and publishing science not only fails to safeguard against scientists’ inescapable biases and foibles, it actively encourages them. From widely accepted theories about ‘priming’ and ‘growth mindset’ to claims about genetics, sleep, microbiotics, as well as a host of drugs, allergies and therapies, we can trace the effects of unreliable, overhyped and even fraudulent papers in austerity economics, the anti-vaccination movement and dozens of bestselling books – and occasionally count the cost in human lives.Stuart Ritchie was among the first people to help expose these problems. In this vital investigation, he gathers together the evidence of their full and shocking extent – and how a new reform movement within science is fighting back. Often witty yet deadly serious, Science Fictions is at the vanguard of the insurgency, proposing a host of remedies to save and protect this most valuable of human endeavours from itself.

Foucault: A Very Short Introduction


Gary Gutting - 2005
    Born in 1926 in France, over the course of his life he dabbled in drugs, politics, and the Paris SM scene, all whilst striving to understand the deep concepts of identity, knowledge, and power.From aesthetics to the penal system; from madness and civilisation to avant-garde literature, Foucault was happy to reject old models of thinking and replace them with versions that are still widely debated today. A major influence on Queer Theory and gender studies (he was openly gay and died of an AIDS-related illness in 1984), he also wrote on architecture, history, law, medicine, literature, politics and of course philosophy, and even managed a best-seller in France on a book dedicated to the history of systems of thought.Because of the complexity of his arguments, people trying to come to terms with his work have desperately sought introductory material that makes his theories clear and accessible for the beginner. Ideally suited for the Very Short Introductions series, Gary Gutting presents a comprehensive but non-systematic treatment of some highlights of Foucault's life and thought. Beginning with a brief biography to set the social and political stage, he then tackles Foucault's thoughts on literature, in particular the avant-garde scene; his philosophical and historical work; his treatment of knowledge and power in modern society; and his thoughts on sexuality.

Memes in Digital Culture


Limor Shifman - 2013
    Thousands of its viewers responded by creating and posting their own variations of the video—“Mitt Romney Style,” “NASA Johnson Style,” “Egyptian Style,” and many others. “Gangnam Style” (and its attendant parodies, imitations, and derivations) is one of the most famous examples of an Internet meme: a piece of digital content that spreads quickly around the web in various iterations and becomes a shared cultural experience. In this book, Limor Shifman investigates Internet memes and what they tell us about digital culture.Shifman discusses a series of well-known Internet memes—including “Leave Britney Alone,” the pepper-spraying cop, LOLCats, Scumbag Steve, and Occupy Wall Street's “We Are the 99 Percent.” She offers a novel definition of Internet memes: digital content units with common characteristics, created with awareness of each other, and circulated, imitated, and transformed via the Internet by many users. She differentiates memes from virals; analyzes what makes memes and virals successful; describes popular meme genres; discusses memes as new modes of political participation in democratic and nondemocratic regimes; and examines memes as agents of globalization.Memes, Shifman argues, encapsulate some of the most fundamental aspects of the Internet in general and of the participatory Web 2.0 culture in particular. Internet memes may be entertaining, but in this book Limor Shifman makes a compelling argument for taking them seriously.

The Epic Struggle of the Internet of Things


Bruce Sterling - 2014
    But is it what you think it is?Because the Internet of Things is not about things on the internet. A world in which all our household gadgets can communicate with each other may sound vaguely useful, but it’s not really for us consumers. The Internet of Things serves the interests of the technology giants, in their epic wrangles with each other. And it is they who will turn the jargon of “smart cities” and “smart homes” into a self-fulfilling prophesy. In this piercing and provocative essay, Bruce Sterling tells the story of an idea that just won’t go away because there’s too much money to be made and a whole world to control.

The Postmodern Condition: A Report on Knowledge


Jean-François Lyotard - 1979
    Many definitions of postmodernism focus on its nature as the aftermath of the modern industrial age when technology developed. This book extends that analysis to postmodernism by looking at the status of science, technology, and the arts, the significance of technocracy, and the way the flow of information is controlled in the Western world.

Four Arguments for the Elimination of Television


Jerry Mander - 1977
    Its problems are inherent in the technology itself and are so dangerous -- to personal health and sanity, to the environment, and to democratic processes -- that TV ought to be eliminated forever.Weaving personal experiences through meticulous research, the author ranges widely over aspects of television that have rarely been examined and never before joined together, allowing an entirely new, frightening image to emerge. The idea that all technologies are "neutral," benign instruments that can be used well or badly, is thrown open to profound doubt. Speaking of TV reform is, in the words of the author, "as absurd as speaking of the reform of a technology such as guns."

The Coding Manual for Qualitative Researchers


Johnny Saldana - 2009
    In total, 29 different approaches to coding are covered, ranging in complexity from beginner to advanced level and covering the full range of types of qualitative data from interview transcripts to field notes. For each approach profiled, Johnny Saldana discusses the method's origins in the professional literature, a description of the method, recommendations for practical applications, and a clearly illustrated example.Also included in the book is an introduction to how codes and coding initiate qualitative data analysis, their applications with qualitative data analysis software, the writing of supplemental analytic memos, and recommendations for how to best use the manual for particular studies.

How Data Science Is Transforming Health Care


Mike Loukides - 2012
    

The Age of Surveillance Capitalism: The Fight for a Human Future at the New Frontier of Power


Shoshana Zuboff - 2018
    The stakes could not be higher: a global architecture of behavior modification threatens human nature in the twenty-first century just as industrial capitalism disfigured the natural world in the twentieth.Zuboff vividly brings to life the consequences as surveillance capitalism advances from Silicon Valley into every economic sector. Vast wealth and power are accumulated in ominous new "behavioral futures markets," where predictions about our behavior are bought and sold, and the production of goods and services is subordinated to a new "means of behavioral modification."The threat has shifted from a totalitarian Big Brother state to a ubiquitous digital architecture: a "Big Other" operating in the interests of surveillance capital. Here is the crucible of an unprecedented form of power marked by extreme concentrations of knowledge and free from democratic oversight. Zuboff's comprehensive and moving analysis lays bare the threats to twenty-first century society: a controlled "hive" of total connection that seduces with promises of total certainty for maximum profit--at the expense of democracy, freedom, and our human future.With little resistance from law or society, surveillance capitalism is on the verge of dominating the social order and shaping the digital future--if we let it.Table of contentsINTRODUCTION1. Home or exile in the digital futureI. THE FOUNDATIONS OF SURVEILLANCE CAPITALISM2. August 9, 2011: Setting the stage for Surveillance Capitalism3. The discovery of behavioral surplus4. The moat around the castle5. The elaboration of Surveillance Capitalism: Kidnap, corner, compete6. Hijacked: The division of learning in societyII. THE ADVANCE OF SURVEILLANCE CAPITALISM7. The reality business8. Rendition: From experience to data9. Rendition from the depths10. Make them dance11. The right to the future tenseIII. INSTRUMENTARIAN POWER FOR A THIRD MODERNITY12. Two species of power13. Big Other and the rise of instrumentarian power14. A utopia of certainty15, The instrumentarian collective16. Of life in the hive17. The right to sanctuaryCONCLUSION18. A coup from aboveAcknowledgementsAbout the authorDetailed table of contentsNotesIndex

Debates in the Digital Humanities


Matthew K. Gold - 2012
    Indeed, at a time when many academic institutions are facing austerity budgets, digital humanities programs have been able to hire new faculty, establish new centers and initiatives, and attract multimillion-dollar grants. Clearly the digital humanities has reached a significant moment in its brief history. But what sort of moment is it? Debates in the Digital Humanities brings together leading figures in the field to explore its theories, methods, and practices and to clarify its multiple possibilities and tensions. From defining what a digital humanist is and determining whether the field has (or needs) theoretical grounding, to discussions of coding as scholarship and trends in data-driven research, this cutting-edge volume delineates the current state of the digital humanities and envisions potential futures and challenges. At the same time, several essays aim pointed critiques at the field for its lack of attention to race, gender, class, and sexuality; the inadequate level of diversity among its practitioners; its absence of political commitment; and its preference for research over teaching. Together, the essays in Debates in the Digital Humanities—which will be published both as a printed book and later as an ongoing, open-access website—suggest that the digital humanities is uniquely positioned to contribute to the revival of the humanities and academic life. Contributors: Bryan Alexander, National Institute for Technology in Liberal Education; Rafael Alvarado, U of Virginia; Jamie “Skye” Bianco, U of Pittsburgh; Ian Bogost, Georgia Institute of Technology; Stephen Brier, CUNY Graduate Center; Daniel J. Cohen, George Mason U; Cathy N. Davidson, Duke U; Rebecca Frost Davis, National Institute for Technology in Liberal Education; Johanna Drucker, U of California, Los Angeles; Amy E. Earhart, Texas A&M U; Charlie Edwards; Kathleen Fitzpatrick, Pomona College; Julia Flanders, Brown U; Neil Fraistat, U of Maryland; Paul Fyfe, Florida State U; Michael Gavin, Rice U; David Greetham, CUNY Graduate Center; Jim Groom, U of Mary Washington; Gary Hall, Coventry U, UK; Mills Kelly, George Mason U; Matthew Kirschenbaum, U of Maryland; Alan Liu, U of California, Santa Barbara; Elizabeth Losh, U of California, San Diego; Lev Manovich, U of California, San Diego; Willard McCarty, King’s College London; Tara McPherson, U of Southern California; Bethany Nowviskie, U of Virginia; Trevor Owens, Library of Congress; William Pannapacker, Hope College; Dave Parry, U of Texas at Dallas; Stephen Ramsay, U of Nebraska, Lincoln; Alexander Reid, SUNY at Buffalo; Geoffrey Rockwell, Canadian Institute for Research Computing in the Arts; Mark L. Sample, George Mason U; Tom Scheinfeldt, George Mason U; Kathleen Marie Smith; Lisa Spiro, National Institute for Technology in Liberal Education; Patrik Svensson, Umeå U; Luke Waltzer, Baruch College; Matthew Wilkens, U of Notre Dame; George H. Williams, U of South Carolina Upstate; Michael Witmore, Folger Shakespeare Library.

A Casual Revolution: Reinventing Video Games and Their Players


Jesper Juul - 2009
    These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

It's Complicated: The Social Lives of Networked Teens


Danah Boyd - 2014
    . . It’s Complicated will update your mind.”—Alissa Quart, New York Times Book Review  “A fascinating, well-researched and (mostly) reassuring look at how today's tech-savvy teenagers are using social media.”—People  “The briefest possible summary? The kids are all right, but society isn’t.”—Andrew Leonard, Salon   What is new about how teenagers communicate through services such as Facebook, Twitter, and Instagram? Do social media affect the quality of teens’ lives? In this eye-opening book, youth culture and technology expert danah boyd uncovers some of the major myths regarding teens' use of social media. She explores tropes about identity, privacy, safety, danger, and bullying. Ultimately, boyd argues that society fails young people when paternalism and protectionism hinder teenagers’ ability to become informed, thoughtful, and engaged citizens through their online interactions. Yet despite an environment of rampant fear-mongering, boyd finds that teens often find ways to engage and to develop a sense of identity. Boyd’s conclusions are essential reading not only for parents, teachers, and others who work with teens but also for anyone interested in the impact of emerging technologies on society, culture, and commerce in years to come. Offering insights gleaned from more than a decade of original fieldwork interviewing teenagers across the United States, boyd concludes reassuringly that the kids are all right. At the same time, she acknowledges that coming to terms with life in a networked era is not easy or obvious. In a technologically mediated world, life is bound to be complicated.