Book picks similar to
Programmed Visions: Software and Memory by Wendy Hui Kyong Chun
technology
non-fiction
theory
nonfiction
Babbling Corpse: Vaporwave and the Commodification of Ghosts
Grafton Tanner - 2016
Vaporwave is an infant musical micro-genre that foregrounds the horror of electronic media's ability to appear - as media theorist Jeffrey Sconce terms it - "haunted."Experimental musicians such as INTERNET CLUB and MACINTOSH PLUS manipulate Muzak and commercial music to undermine the commodification of nostalgia in the age of global capitalism while accentuating the uncanny properties of electronic music production.Babbling Corpse reveals vaporwave's many intersections with politics, media theory, and our present fascination with uncanny, co(s)mic horror. The book is aimed at those interested in global capitalism's effect on art, musical raids on mainstream "indie" and popular music, and anyone intrigued by the changing relationship between art and commerce.
Interaction Design: Beyond Human-Computer Interaction
Yvonne Rogers - 2001
It should be labelled 'start here'." --Pieter Jan Stappers, ID-StudioLab, Delft University of Technology
Games of Empire: Global Capitalism and Video Games
Nick Dyer-Witheford - 2009
No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
State of Insecurity: Government of the Precarious
Isabell Lorey - 2015
In this new reality, productivity is no longer just a matter of labour, but affects the formation of the self, blurring the division between personal and professional lives. Encouraged to believe ourselves flexible and autonomous, we experience a creeping isolation that has both social and political impacts, and serves the purposes of capital accumulation and social control.In State of Insecurity, Isabell Lorey explores the possibilities for organization and resistance under the contemporary status quo, and anticipates the emergence of a new and disobedient self-government of the precarious.From the Trade Paperback edition.
Networked: The New Social Operating System
Lee Rainie - 2012
Our perpetual connectedness gives us endless opportunities to be part of the give-and-take of networking.Some worry that this new environment makes us isolated and lonely. But in Networked, Lee Rainie and Barry Wellman show how the large, loosely knit social circles of networked individuals expand opportunities for learning, problem solving, decision making, and personal interaction. The new social operating system of "networked individualism" liberates us from the restrictions of tightly knit groups; it also requires us to develop networking skills and strategies, work on maintaining ties, and balance multiple overlapping networks. Rainie and Wellman outline the "triple revolution" that has brought on this transformation: the rise of social networking, the capacity of the Internet to empower individuals, and the always-on connectivity of mobile devices. Drawing on extensive evidence, they examine how the move to networked individualism has expanded personal relationships beyond households and neighborhoods; transformed work into less hierarchical, more team-driven enterprises; encouraged individuals to create and share content; and changed the way people obtain information. Rainie and Wellman guide us through the challenges and opportunities of living in the evolving world of networked individuals.
Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy
James Paul Gee - 2007
These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people's differential experiences of learning in gaming and schooling respectively.
Television: Technology and Cultural Form
Raymond Williams - 1974
Yet Williams' analysis of television's history, its institutions, programmes and practices, and its future prospects, remains remarkably prescient.Williams stresses the importance of technology in shaping the cultural form of television, while always resisting the determinism of McLuhan's dictum that 'the medium is the message'. If the medium really is the message, Williams asks, what is left for us to do or say? Williams argues that, on the contrary, we as viewers have the power to disturb, disrupt and to distract the otherwise cold logic of history and technology - not just because television is part of the fabric of our daily lives, but because new technologies continue to offer opportunities, momentarily outside the sway of transnational corporations or the grasp of media moguls, for new forms of self and political expression.
Six Names of Beauty
Crispin Sartwell - 2004
In this elegant, witty, and ultimately profound meditation on what is beautiful, Crispin Sartwell begins with six words from six different cultures - ancient Greek's "to kalon," the Japanese idea of "wabi-sabi," Hebrew's "yapha," the Navajo concept "hozho," Sanskrit "sundara," and our own English-language "beauty." Each word becomes a door onto another way of thinking about, and looking at, what is beautiful in the world, and in our lives. The earthy and the exalted, the imperfect and the ideal: things, spaces, high art, sounds, aromas, nothingness. Sartwell writes about handfuls of beautiful things - among them, a Japanese teapot and Diana Rigg as Mrs. Emma Peel, the pleasure in a well-used hammer and in pop music and in Vermeer's "Girl in a Red Hat."In Sartwell's hands these six names of beauty -and there could be thousands more-are revealed as simple and profound ideas about our world and our selves.
The Dialogic Imagination: Four Essays
Mikhail Bakhtin - 1975
The Dialogic Imagination presents, in superb English translation, four selections from Voprosy literatury i estetiki (Problems of literature and esthetics), published in Moscow in 1975. The volume also contains a lengthy introduction to Bakhtin and his thought and a glossary of terminology.Bakhtin uses the category "novel" in a highly idiosyncratic way, claiming for it vastly larger territory than has been traditionally accepted. For him, the novel is not so much a genre as it is a force, "novelness," which he discusses in "From the Prehistory of Novelistic Discourse." Two essays, "Epic and Novel" and "Forms of Time and of the Chronotope in the Novel," deal with literary history in Bakhtin's own unorthodox way. In the final essay, he discusses literature and language in general, which he sees as stratified, constantly changing systems of subgenres, dialects, and fragmented "languages" in battle with one another.
Fandom: Identities and Communities in a Mediated World
Jonathan Gray - 2007
Whether we log on to Web sites to scrutinize the latest plot turns in Lost, "stalk" our favorite celebrities on Gawker, attend gaming conventions, or simply wait with bated breath for the newest Harry Potter novel--each of us is a fan. Fandom extends beyond television and film to literature, opera, sports, and pop music, and encompasses both high and low culture.Fandom brings together leading scholars to examine fans, their practices, and their favorite texts. This unparalleled selection of original essays examines instances across the spectrum of modern cultural consumption from Karl Marx to Paris Hilton, Buffy the Vampire Slayer to backyard wrestling, Bach fugues to Bollywood cinema, and nineteenth-century concert halls to computer gaming. Contributors examine fans of high cultural texts and genres, the spaces of fandom, fandom around the globe, the impact of new technologies on fandom, and the legal and historical contexts of fan activity. Fandom is key to understanding modern life in our increasingly mediated and globalized world.
Bootstraps: From an American Academic of Color
Victor Villanueva - 1993
At another level, Villanueva ponders his experiences in light of the history of rhetoric, the English Only movement, current socio- and psycholinguistic theory, and the writings of Gramsci and Freire, among others.Winner of the David H. Russell Award for Distinguished Research in the Teaching of English.
Authoring a Ph.D.: How to Plan, Draft, Write and Finish a Doctoral Thesis or Dissertation
Patrick Dunleavy - 2003
Thesis involves having creative ideas, working out how to organize them, writing up from plans, upgrading text, and finishing it speedily and to a good standard. It also involves being examined and getting work published. This book provides a huge range of ideas and suggestions to help Ph.D. candidates cope with both the intellectual issues involved and the practical difficulties of organizing their work effectively.
The Victorian Internet
Tom Standage - 1998
Generations of innovators tried and failed to develop speedier messaging devices. But in the mid-1800s, a few extraordinary pioneers at last succeeded. Their invention--the electric telegraph--shrank the world more quickly than ever before.A colorful tale of scientific discovery and technological cunning, The Victorian Internet tells the story of the telegraph's creation and remarkable impact, and of the visionaries, oddballs, and eccentrics who pioneered it. By 1865 telegraph cables spanned continents and oceans, revolutionizing the ways countries dealt with one another. The telegraph gave rise to creative business practices and new forms of crime. Romances blossomed over the wires. Secret codes were devised by some users, and cracked by others. The benefits of the network were relentlessly hyped by its advocates and dismissed by its skeptics. And attitudes toward everything from news gathering to war had to be completely rethought. The telegraph unleashed the greatest revolution in communications since the development of the printing press. Its saga offers many parallels to that of the Internet in our own time--and is a fascinating episode in the history of technology.
Beyond the Pleasure Principle
Sigmund Freud - 1920
Of the various English translations of Freud's major works to appear in his lifetime, only one was authorized by Freud himself: The Standard Edition of the Complete Psychological Works of Sigmund Freud under the general editorship of James Strachey.Freud approved the overall editorial plan, specific renderings of key words and phrases, and the addition of valuable notes, from bibliographical and explanatory. Many of the translations were done by Strachey himself; the rest were prepared under his supervision. The result was to place the Standard Edition in a position of unquestioned supremacy over all other existing versions.Newly designed in a uniform format, each new paperback in the Standard Edition opens with a biographical essay on Freud's life and work —along with a note on the individual volume—by Peter Gay, Sterling Professor of History at Yale.
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.