Book picks similar to
The PlayStation Dreamworld by Alfie Bown
non-fiction
philosophy
psychoanalysis
video-games
Persuasive Games: The Expressive Power of Videogames
Ian Bogost - 2007
In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
The Abolition of Work
Bob Black - 1985
Here, a reprinting of the seminal underground essay by Bob Black.
The Utopia of Rules: On Technology, Stupidity, and the Secret Joys of Bureaucracy
David Graeber - 2013
He then jets forward to the nineteenth century, where systems we can easily recognize as modern bureaucracies come into being. In some areas of life—like with the modern postal systems of Germany and France—these bureaucracies have brought tremendous efficiencies to modern life. But Graeber argues that there is a much darker side to modern bureaucracy that is rarely ever discussed. Indeed, in our own “utopia of rules,” freedom and technological innovation are often the casualties of systems that we only faintly understand.Provocative and timely, the book is a powerful look and history of bureaucracy over the ages and its power in shaping the world of ideas.
The Antonio Gramsci Reader: Selected Writings 1916-1935
Antonio Gramsci - 1937
HOBSBAWM"Very usefully pulls the key passages from Gramsci's writings into one volume, which allows English-language readers an overall view of his work. Particularly valuable are the connections it draws across his work and the insights which the introduction and glossary provide into the origin and development of some key Gramscian concepts."--Stuart Hall, Professor of Sociology, Open UniversityThe most complete one-volume collection of writings by one of the most fascinating thinkers in the history of Marxism, The Antonio Gramsci Reader fills the need for a broad and general introduction to this major figure.Antonio Gramsci was one of the most important theorists of class, culture, and the state since Karl Marx. In the U.S., where his writings were long unavailable, his stature has lately so increased that every serious student of Marxism, political theory, or modern Italian history must now read him.Imprisoned by the Fascists for much of his adult life, Gramsci wrote brilliantly on a broad range of subjects: from folklore to philosophy, popular culture to political strategy. Still the most comprehensive collection of Gramsci's writings available in English, it now features a new introduction by leading Marxist historian Eric Hobsbawm, in addition to its biographical introduction, informative introductions to each section, and glossary of key terms.
Free Culture: The Nature and Future of Creativity
Lawrence Lessig - 2004
Never before have the cultural powers- that-be been able to exert such control over what we can and can't do with the culture around us. Our society defends free markets and free speech; why then does it permit such top-down control? To lose our long tradition of free culture, Lawrence Lessig shows us, is to lose our freedom to create, our freedom to build, and, ultimately, our freedom to imagine.
Propaganda
Edward L. Bernays - 1928
Those who manipulate this unseen mechanism of society constitute an invisible government which is the true ruling power of our country.”—Edward Bernays, PropagandaA seminal and controversial figure in the history of political thought and public relations, Edward Bernays (1891–1995), pioneered the scientific technique of shaping and manipulating public opinion, which he famously dubbed “engineering of consent.” During World War I, he was an integral part of the U.S. Committee on Public Information (CPI), a powerful propaganda apparatus that was mobilized to package, advertise and sell the war to the American people as one that would “Make the World Safe for Democracy.” The CPI would become the blueprint in which marketing strategies for future wars would be based upon.Bernays applied the techniques he had learned in the CPI and, incorporating some of the ideas of Walter Lipmann, became an outspoken proponent of propaganda as a tool for democratic and corporate manipulation of the population. His 1928 bombshell Propaganda lays out his eerily prescient vision for using propaganda to regiment the collective mind in a variety of areas, including government, politics, art, science and education. To read this book today is to frightfully comprehend what our contemporary institutions of government and business have become in regards to organized manipulation of the masses.This is the first reprint of Propaganda in over 30 years and features an introduction by Mark Crispin Miller, author of The Bush Dyslexicon: Observations on a National Disorder.
Gamer Theory
McKenzie Wark - 2007
Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
Subjectivity: Theories of the Self from Freud to Haraway
Nick Mansfield - 2000
Where does my sense of self come from? Does it arise spontaneously or is it created by the media or society?This concern with the self, with our subjectivity, is now our main point of reference in Western societies. How has it come to be so important, and what are the different ways in which we can approach an understanding of the self? Nick Mansfield explores how our notions of subjectivity have developed over the past century. Analyzing the work of key modern and postmodern theorists such as Freud, Foucault, Nietzsche, Lacan, Kristeva, Deleuze and Guattari, and Haraway, he shows how subjectivity is central to debates in contemporary culture, including gender, sexuality, ethnicity, postmodernism, and technology.
Imperialism: The Highest Stage of Capitalism
Vladimir Lenin - 1916
VI Lenin's Imperialism: The Highest Stage of Capitalism was one of the first attempts to account for the increasing importance of the world market in the twentieth century. Originally published in 1916, Imperialism explains how colonialism and the First World War were inherent features of the global development of the capitalist economy.In a new introduction, Norman Lewis and James Malone contrast Lenin's approach with that adopted by contemporary theories of globalisation. They argue that, while much has changed since Lenin wrote, his theoretical framework remains the best method for understanding recent global developments.
The Technological Society
Jacques Ellul - 1954
No conversation about the dangers of technology and its unavoidable effects on society can begin without a careful reading of this book."A magnificent book . . . He goes through one human activity after another and shows how it has been technicized, rendered efficient, and diminished in the process."-Harper's"One of the most important books of the second half of the twentieth-century. In it, Jacques Ellul convincingly demonstrates that technology, which we continue to conceptualize as the servant of man, will overthrow everything that prevents the internal logic of its development, including humanity itself-unless we take necessary steps to move human society out of the environment that 'technique' is creating to meet its own needs."-The Nation"A description of the way in which technology has become completely autonomous and is in the process of taking over the traditional values of every society without exception, subverting and suppressing these values to produce at last a monolithic world culture in which all non-technological difference and variety are mere appearance."-Los Angeles Free Press
Gaming: Essays On Algorithmic Culture
Alexander R. Galloway - 2006
Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
The Closing of the American Mind
Allan Bloom - 1987
In this acclaimed number one national best-seller, one of our country's most distinguished political philosophers argues that the social/political crisis of 20th-century America is really an intellectual crisis. Allan Bloom's sweeping analysis is essential to understanding America today. It has fired the imagination of a public ripe for change.
In Praise of Idleness and Other Essays
Bertrand Russell - 1935
Routledge is an imprint of Taylor & Francis, an informa company.
God and the State
Mikhail Bakunin - 1882
Born into the Russian nobility, he renounced his hereditary rank in protest against Czarist oppression and fled to Western Europe. A colorful, charismatic personality, Bakunin quickly became central to the anarchism movement, and everyone involved either built upon or reacted to his ideas. Yet Bakunin, despite the power of his ideas, was primarily a man of action, and he wrote little. His only major work, God and the State, remained unfinished, although it is the torso of a giant.God and the State has been a basic anarchist and radical document for generations. It is one of the clearest statements of the anarchist philosophy of history: religion by its nature is an impoverishment, enslavement, and annihilation of humanity. It is the weapon of the state. It must be smashed, according to Bakunin, before the right of self-determination can be possible. As an introduction to anarchist thought, a manifesto of atheism, or as a summing-up of the thoughts of Bakunin, God and the State remains a mind-opening experience, even for those basically unsympathetic to its premise.