Non-Places: Introduction to an Anthropology of Supermodernity


Marc Augé - 1992
    This invasion of the world by what Marc Auge calls ‘non-space’ results in a profound alteration of awareness: something we perceive, but only in a partial and incoherent manner. Auge uses the concept of ‘supermodernity’ to describe the logic of these late-capitalist phenomena—a logic of excessive information and excessive space. In this fascinating and lucid essay he seeks to establish and intellectual armature for an anthropology of supermodernity. Starting with an attempt to disentangle anthropology from history, Auge goes on to map the distinction between place, encrusted with historical monuments and creative social life, and non-place, to which individuals are connected in a uniform manner and where no organic social life is possible.Unlike Baudelairean modernity, where old and new are interwoven, supermodernity is self-contained: from the motorway or aircraft, local or exotic particularities are presented two-dimensionally as a sort of theme-park spectacle. Auge does not suggest that supermodernity is all-encompassing: place still exist outside non-place and tend to reconstitute themselves inside it. But he argues powerfully that we are in transit through non-place for more and more of our time, as if between immense parentheses, and concludes that this new form of solitude should become the subject of an anthropology of its own.

The Googlization of Everything: (And Why We Should Worry)


Siva Vaidhyanathan - 2010
    Into this creative chaos came Google with its dazzling mission—“To organize the world’s information and make it universally accessible”—and its much-quoted motto, “Don’t be evil.” In this provocative book, Siva Vaidhyanathan examines the ways we have used and embraced Google—and the growing resistance to its expansion across the globe. He exposes the dark side of our Google fantasies, raising red flags about issues of intellectual property and the much-touted Google Book Search. He assesses Google’s global impact, particularly in China, and explains the insidious effect of Googlization on the way we think. Finally, Vaidhyanathan proposes the construction of an Internet ecosystem designed to benefit the whole world and keep one brilliant and powerful company from falling into the “evil” it pledged to avoid.

The Social Construction of Reality: A Treatise in the Sociology of Knowledge


Peter L. Berger - 1966
    In it, Berger and Luckmann reformulate the task of the sociological subdicipline that, since Max Scheler, has been known as the sociology of knowledge.

The Fall of Public Man


Richard Sennett - 1977
    Richard Sennett’s insights into the danger of the cult of individualism remain thoroughly relevant to our world today. In a new epilogue, he extends his analysis to the new “public” realm of social media, questioning how public culture has fared since the digital revolution.

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.

The Historian's Craft: Reflections on the Nature and Uses of History and the Techniques and Methods of Those Who Write It.


Marc Bloch - 1949
    What is the value of history? What is the use of history? How do scholars attempt to unpack it and make connections in a responsible manner? While the topics of historiography and historical methodology have become increasingly popular, Bloch remains an authority. He argues that history is a whole; no period and no topic can be understood except in relation to other periods and topics. And what is unique about Bloch is that he puts his theories into practice; for example, calling upon both his experience serving in WWI as well as his many years spent in peaceful study and reflection. He also argues that written records are not enough; a historian must draw upon maps, place-names, ancient tools, aerial surveys, folklore, and everything that is available. This is a work that argues constantly for a wider, more human history. For a history that describes how and why people live and work together. There is a living, breathing connection between the past and the present and it is the historian’s responsibility to do it justice.

The Interpretation of Cultures


Clifford Geertz - 1973
    This groundbreaking book, winner of the 1974 Sorokin Award of the American Sociological Association, helped define for an entire generation of anthropologists what their field is ultimately about.

Making Sex: Body and Gender from the Greeks to Freud


Thomas W. Laqueur - 1990
    It tells the astonishing story of sex in the West from the ancients to the moderns in a precise account of developments in reproductive anatomy and physiology. We cannot fail to recognize the players in Thomas Laqueur's story--the human sexual organs and pleasures, food, blood, semen, egg, sperm--but we will be amazed at the plots into which they have been woven by scientists, political activists, literary figures, and theorists of every stripe.Laqueur begins with the question of why, in the late eighteenth century, woman's orgasm came to be regarded as irrelevant to conception, and he then proceeds to retrace the dramatic changes in Western views of sexual characteristics over two millennia. Along the way, two "master plots" emerge. In the one-sex story, woman is an imperfect version of man, and her anatomy and physiology are construed accordingly: the vagina is seen as an interior penis, the womb as a scrotum, the ovaries as testicles. The body is thus a representation, not the foundation, of social gender. The second plot tends to dominate post-Enlightenment thinking while the one-sex model is firmly rooted in classical learning. The two-sex story says that the body determines gender differences, that woman is the opposite of man with incommensurably different organs, functions, and feelings. The two plots overlap; neither ever holds a monopoly. Science may establish many new facts, but even so, Laqueur argues, science was only providing a new way of speaking, a rhetoric and not a key to female liberation or to social progress. Making Sex ends with Freud, who denied the neurological evidence to insist that, as a girl becomes a woman, the locus of her sexual pleasure shifts from the clitoris to the vagina; she becomes what culture demands despite, not because of, the body. Turning Freud's famous dictum around, Laqueur posits that destiny is anatomy. Sex, in other words, is an artifice.This is a powerful story, written with verve and a keen sense of telling detail (be it technically rigorous or scabrously fanciful). Making Sex will stimulate thought, whether argument or surprised agreement, in a wide range of readers.

The Wisdom of Crowds


James Surowiecki - 2004
    With boundless erudition and in delightfully clear prose, Surowiecki ranges across fields as diverse as popular culture, psychology, ant biology, behavioral economics, artificial intelligence, military history, and politics to show how this simple idea offers important lessons for how we live our lives, select our leaders, run our companies, and think about our world.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

The Influencing Machine: Brooke Gladstone On The Media


Brooke Gladstone - 2011
    This brilliant radio personality now bursts onto the page as an illustrated character in vivid comics drawn by acclaimed artist Josh Neufeld. The cartoon of Brooke conducts the reader through two millennia of history-from the newspapers in Caesar's Rome to the penny press of the American Revolution and the manipulations of contemporary journalism. Gladstone's manifesto debunks the notion that "The Media" is an external force, outside of our control, since we've begun directly constructing, filtering, and responding to what we watch and read. With fascinating digressions, sobering anecdotes, and brave analytical wit, The Influencing Machine equips us to be smart, savvy, informed consumers and shapers of the media. It shows that we have met the media and it is us. So now what?

Our Posthuman Future: Consequences of the Biotechnology Revolution


Francis Fukuyama - 2002
    Fukuyama sketches a brief history of man's changing understanding of human nature: from Plato and Aristotle to the modernity's utopians and dictators who sought to remake mankind for ideological ends. Fukuyama argues that the ability to manipulate the DNA of all of one person's descendants will have profound, and potentially terrible, consequences for our political order, even if undertaken with the best of intentions. In Our Posthuman Future, one of our greatest social philosophers begins to describe the potential effects of genetic exploration on the foundation of liberal democracy: the belief that human beings are equal by nature.

Purity and Danger: An Analysis of Concepts of Pollution and Taboo


Mary Douglas - 1966
    Professor Douglas makes points which illuminate matters in the philosophy of religion and the philosophy of science and help to show the rest of us just why and how anthropology has become a fundamentally intellectual discipline.

Delete: The Virtue of Forgetting in the Digital Age


Viktor Mayer-Schönberger - 2009
    Digital technology empowers us as never before, yet it has unforeseen consequences as well. Potentially humiliating content on Facebook is enshrined in cyberspace for future employers to see. Google remembers everything we've searched for and when. The digital realm remembers what is sometimes better forgotten, and this has profound implications for us all.In Delete, Viktor Mayer-Sch�nberger traces the important role that forgetting has played throughout human history, from the ability to make sound decisions unencumbered by the past to the possibility of second chances. The written word made it possible for humans to remember across generations and time, yet now digital technology and global networks are overriding our natural ability to forget--the past is ever present, ready to be called up at the click of a mouse. Mayer-Sch�nberger examines the technology that's facilitating the end of forgetting--digitization, cheap storage and easy retrieval, global access, and increasingly powerful software--and describes the dangers of everlasting digital memory, whether it's outdated information taken out of context or compromising photos the Web won't let us forget. He explains why information privacy rights and other fixes can't help us, and proposes an ingeniously simple solution--expiration dates on information--that may.Delete is an eye-opening book that will help us remember how to forget in the digital age.

TechGnosis: Myth, Magic Mysticism in the Age of Information


Erik Davis - 1998
    Davis uncovers startling connections between such seemingly disparate topics as electricity and alchemy; online role-playing games and religious and occult practices; virtual reality and gnostic mythology; programming languages and Kabbalah. The final chapters address the apocalyptic dreams that haunt technology, providing vital historical context as well as new ways to think about a future defined by the mutant intermingling of mind and machine, nightmare and fantasy.