Book picks similar to
Synthetic Worlds: The Business and Culture of Online Games by Edward Castronova
non-fiction
games
economics
gaming
The Shock Doctrine: The Rise of Disaster Capitalism
Naomi Klein - 2006
She called it "disaster capitalism." Covering Sri Lanka in the wake of the tsunami, and New Orleans post-Katrina, she witnessed something remarkably similar. People still reeling from catastrophe were being hit again, this time with economic "shock treatment" losing their land and homes to rapid-fire corporate makeovers. The Shock Doctrine retells the story of the most dominant ideology of our time, Milton Friedman's free market economic revolution. In contrast to the popular myth of this movement's peaceful global victory, Klein shows how it has exploited moments of shock and extreme violence in order to implement its economic policies in so many parts of the world from Latin America and Eastern Europe to South Africa, Russia, and Iraq. At the core of disaster capitalism is the use of cataclysmic events to advance radical privatization combined with the privatization of the disaster response itself. By capitalizing on crises, created by nature or war, Klein argues that the disaster capitalism complex now exists as a booming new economy, and is the violent culmination of a radical economic project that has been incubating for fifty years.
Surveillance Valley: The Rise of the Military-Digital Complex
Yasha Levine - 2018
This idea--using computers to spy on people and groups perceived as a threat, both at home and abroad--drove ARPA to develop the internet in the 1960s, and continues to be at the heart of the modern internet we all know and use today. As Levine shows, surveillance wasn't something that suddenly appeared on the internet; it was woven into the fabric of the technology.But this isn't just a story about the NSA or other domestic programs run by the government. As the book spins forward in time, Levine examines the private surveillance business that powers tech-industry giants like Google, Facebook, and Amazon, revealing how these companies spy on their users for profit, all while doing double duty as military and intelligence contractors. Levine shows that the military and Silicon Valley are effectively inseparable: a military-digital complex that permeates everything connected to the internet, even coopting and weaponizing the antigovernment privacy movement that sprang up in the wake of Edward Snowden.With deep research, skilled storytelling, and provocative arguments, Surveillance Valley will change the way you think about the news--and the device on which you read it.
The Bell Curve: Intelligence and Class Structure in American Life
Richard J. Herrnstein - 1994
The controversial book linking intelligence to class and race in modern society, and what public policy can do to mitigate socioeconomic differences in IQ, birth rate, crime, fertility, welfare, and poverty.
Generations: The History of America's Future, 1584 to 2069
William Strauss - 1991
Their bold theory is that each generation belongs to one of four types, and that these types repeat sequentially in a fixed pattern. The vision of Generations allows us to plot a recurring cycle in American history—a cycle of spiritual awakenings and secular crises—from the founding colonists through the present day and well into this millenium.Generations is at once a refreshing historical narrative and a thrilling intuitive leap that reorders not only our history books but also our expectations for the twenty-first century.
The Facebook Effect: The Inside Story of the Company That is Connecting the World
David Kirkpatrick - 2010
It is one of the fastest growing companies in history, an essential part of the social life not only of teenagers but hundreds of millions of adults worldwide. As Facebook spreads around the globe, it creates surprising effects—even becoming instrumental in political protests from Colombia to Iran. Veteran technology reporter David Kirkpatrick had the full cooperation of Facebook’s key executives in researching this fascinating history of the company and its impact on our lives. Kirkpatrick tells us how Facebook was created, why it has flourished, and where it is going next. He chronicles its successes and missteps, and gives readers the most complete assessment anywhere of founder and CEO Mark Zuckerberg, the central figure in the company’s remarkable ascent. This is the Facebook story that can be found nowhere else. How did a nineteen-year-old Harvard student create a company that has transformed the Internet and how did he grow it to its current enormous size? Kirkpatrick shows how Zuckerberg steadfastly refused to compromise his vision, insistently focusing on growth over profits and preaching that Facebook must dominate (his word) communication on the Internet. In the process, he and a small group of key executives have created a company that has changed social life in the United States and elsewhere, a company that has become a ubiquitous presence in marketing, altering politics, business, and even our sense of our own identity. This is the Facebook Effect.
First Person: New Media as Story, Performance, and Game
Noah Wardrip-Fruin - 2004
Yet it is widely believed that the market for electronic literature--predicted by some to be the future of the written word--languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of Riding the Bullet and The Plant.Isn't it possible, though, that many hugely successful computer games--those that depend on or at least utilize storytelling conventions of narrative, character, and theme--can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like e-books? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between story and game, as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.This landmark collection is organized as a series of discussions among creators and theorists; each section includes three presentations, with each presentation followed by two responses. Topics considered range from Cyberdrama to Ludology (the study of games), to The Pixel/The Line to Beyond Chat. The conversational structure inspired contributors to revise, update, and expand their presentations as they prepared them for the book, and the panel discussions have overflowed into a First Person web site (created in conjunction with the online journal Electronic Book Review).
Kill All Normies: Online Culture Wars from 4chan and Tumblr to Trump and the Alt-Right
Angela Nagle - 2017
On one side the alt right ranges from the once obscure neo-reactionary and white separatist movements, to geeky subcultures like 4chan, to more mainstream manifestations such as the Trump-supporting gay libertarian Milo Yiannopolous. On the other side, a culture of struggle sessions and virtue signalling lurks behind a therapeutic language of trigger warnings and safe spaces. The feminist side of the online culture wars has its equally geeky subcultures right through to its mainstream expression. Kill All Normies explores some of the cultural genealogies and past parallels of these styles and subcultures, drawing from transgressive styles of 60s libertinism and conservative movements, to make the case for a rejection of the perpetual cultural turn.
World Without Mind: The Existential Threat of Big Tech
Franklin Foer - 2017
Over the past few decades there has been a revolution in terms of who controls knowledge and information. This rapid change has imperiled the way we think. Without pausing to consider the cost, the world has rushed to embrace the products and services of four titanic corporations. We shop with Amazon; socialize on Facebook; turn to Apple for entertainment; and rely on Google for information. These firms sell their efficiency and purport to make the world a better place, but what they have done instead is to enable an intoxicating level of daily convenience. As these companies have expanded, marketing themselves as champions of individuality and pluralism, their algorithms have pressed us into conformity and laid waste to privacy. They have produced an unstable and narrow culture of misinformation, and put us on a path to a world without private contemplation, autonomous thought, or solitary introspection--a world without mind. In order to restore our inner lives, we must avoid being coopted by these gigantic companies, and understand the ideas that underpin their success.Elegantly tracing the intellectual history of computer science--from Descartes and the enlightenment to Alan Turing to Stuart Brand and the hippie origins of today's Silicon Valley--Foer exposes the dark underpinnings of our most idealistic dreams for technology. The corporate ambitions of Google, Facebook, Apple, and Amazon, he argues, are trampling longstanding liberal values, especially intellectual property and privacy. This is a nascent stage in the total automation and homogenization of social, political, and intellectual life. By reclaiming our private authority over how we intellectually engage with the world, we have the power to stem the tide.At stake is nothing less than who we are, and what we will become. There have been monopolists in the past but today's corporate giants have far more nefarious aims. They're monopolists who want access to every facet of our identities and influence over every corner of our decision-making. Until now few have grasped the sheer scale of the threat. Foer explains not just the looming existential crisis but the imperative of resistance.
The Origin of Wealth: Evolution, Complexity, And the Radical Remaking of Economics
Eric D. Beinhocker - 2006
How did this marvel of self-organized complexity evolve? How is wealth created within this system? And how can wealth be increased for the benefit of individuals, businesses, and society? In The Origin of Wealth, Eric D. Beinhocker argues that modern science provides a radical perspective on these age-old questions, with far-reaching implications. According to Beinhocker, wealth creation is the product of a simple but profoundly powerful evolutionary formula: differentiate, select, and amplify. In this view, the economy is a "complex adaptive system" in which physical technologies, social technologies, and business designs continuously interact to create novel products, new ideas, and increasing wealth. Taking readers on an entertaining journey through economic history, from the Stone Age to modern economy, Beinhocker explores how "complexity economics" provides provocative insights on issues ranging from creating adaptive organizations to the evolutionary workings of stock markets to new perspectives on government policies. A landmark book that shatters conventional economic theory, The Origin of Wealth will rewire our thinking about how we came to be here—and where we are going.
The Two Cultures
C.P. Snow - 1959
But it was C. P. Snow's Rede lecture of 1959 that brought it to prominence and began a public debate that is still raging in the media today. This 50th anniversary printing of The Two Cultures and its successor piece, A Second Look (in which Snow responded to the controversy four years later) features an introduction by Stefan Collini, charting the history and context of the debate, its implications and its afterlife. The importance of science and technology in policy run largely by non-scientists, the future for education and research, and the problem of fragmentation threatening hopes for a common culture are just some of the subjects discussed.
Chavs: The Demonization of the Working Class
Owen Jones - 2011
From Little Britain’s Vicky Pollard to the demonization of Jade Goody, media and politicians alike dismiss as feckless, criminalized and ignorant a vast, underprivileged swathe of society whose members have become stereotyped by one, hate-filled word: chavs. In this groundbreaking investigation, Owen Jones explores how the working class has gone from “salt of the earth” to “scum of the earth.” Exposing the ignorance and prejudice at the heart of the chav caricature, one based on the media’s inexhaustible obsession with an indigent white underclass, he portrays a far more complex reality. Moving through Westminster’s lobbies and working-class communities from Dagenham to Dewsbury Moor, Jones reveals the increasing poverty and desperation of communities made precarious by wrenching social and industrial change, and all but abandoned by the aspirational, society-fragmenting policies of Thatcherism and New Labour. The chav stereotype, he argues, is used by governments as a convenient figleaf to avoid genuine engagement with social and economic problems, and to justify widening inequality. Based on a wealth of original research, and wide-ranging interviews with media figures, political opinion-formers and workers, Chavs is a damning indictment of the media and political establishment, and an illuminating, disturbing portrait of inequality and class hatred in modern Britain.
Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do
Lawrence Kutner - 2008
Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried...
"I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer... and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!"
"I'm concerned that this game playing is just the kid and the TV screen... how is this going to affect his social skills?""I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways.In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
Steps to an Ecology of Mind: Collected Essays in Anthropology, Psychiatry, Evolution, and Epistemology
Gregory Bateson - 1972
With a new foreword by his daughter Mary Katherine Bateson, this classic anthology of his major work will continue to delight and inform generations of readers. "This collection amounts to a retrospective exhibition of a working life. . . . Bateson has come to this position during a career that carried him not only into anthropology, for which he was first trained, but into psychiatry, genetics, and communication theory. . . . He . . . examines the nature of the mind, seeing it not as a nebulous something, somehow lodged somewhere in the body of each man, but as a network of interactions relating the individual with his society and his species and with the universe at large."—D. W. Harding, New York Review of Books "[Bateson's] view of the world, of science, of culture, and of man is vast and challenging. His efforts at synthesis are tantalizingly and cryptically suggestive. . . .This is a book we should all read and ponder."—Roger Keesing, American Anthropologist
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Nick MontfortMark Sample - 2012
The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
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.