Technics and Human Development (The Myth of the Machine, Vol 1)


Lewis Mumford - 1967
    He shows how tools developed because of significant parallel inventions in ritual, language, and social organization. “It is a stimulating volume, informed both with an enormous range of knowledge and empathetic spirit” (Eliot Fremont-Smith, New York Times). Index; photographs.

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.

From Marxism to Post-Marxism?


Göran Therborn - 2008
    Addressing the history of critical theory from the contemporary vantage-point characterized by postmodernism, post-Marxism and critiques of Eurocentrism, Therborn probes how the recent theoretical currents—including those of Slavoj Žižek, Antonio Negri, and Alain Badiou—have coped with the changed intellectual as well as political and economic contexts. In the light of these discussions, Therborn then proceeds to a global investigation of the parameters of twenty-first century politics. This will become the essential appraisal of Marxism in the modern age.

Open Sky


Paul Virilio - 1995
    Deepening and extending his earlier work on speed perception and political control, and applying it now to the global ‘real time’ of the information superhighways, he explores the growing danger of what he calls a “generalized accident,” provoked by the breakdown of our collective and individual relation to time, space and movement.But this is not merely a lucid and disturbing lament for the loss of real geographical spaces, distance, intimacy or democracy. Open Sky is also a call for revolt—against the insidious and accelerating manipulation of perception by the electronic media and repressive political power, against the tyranny of “real time,” and against the infantilism of cyberhype. Paul Virillo makes a powerful case for a new ethics of perception, and a new ecology, one which will not only strive to protect the natural world from pollution and destruction, but will also combat the devastation of urban communities by proliferating technologies of control and virtuality.

Hamlet on the Holodeck: The Future of Narrative in Cyberspace


Janet H. Murray - 1997
    In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.

Postmodernism or the Cultural Logic of Late Capitalism


Fredric Jameson - 1991
    Jameson’s inquiry looks at the postmodern across a wide landscape, from “high” art to “low” from market ideology to architecture, from painting to “punk” film, from video art to literature.

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.

The Revenge of the Real: Politics for a Post-pandemic World


Benjamin H. Bratton - 2021
    Many Western states failed to protect their populations, while others were able to suppress the virus only with sweeping social restrictions. In contrast, many Asian countries were able to make much more precise interventions. Everywhere, lockdown transformed everyday life, introducing an epidemiological view of society based on sensing, modeling, and filtering. What lessons are to be learned?The Revenge of the Real envisions a new positive biopolitics that recognizes that governance is literally a matter of life and death. We are grappling with multiple interconnected dilemmas—climate change, pandemics, the tensions between the individual and society—all of which have to be addressed on a planetary scale. Even when separated, we are still enmeshed. Can the world govern itself differently? What models and philosophies are needed? Bratton argues that instead of thinking of biotechnologies as something imposed on society, we must see them as essential to a politics of infrastructure, knowledge, and direct intervention. In this way, we can build a society based on a new rationality of inclusion, care, and prevention.

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.

Karl Marx: His Life and Environment


Isaiah Berlin - 1939
    It provides a penetrating, lucid, and comprehensive introduction to Marx as theorist of the socialist revolution, illuminating his personality and ideas, and concentrating on those which have historically formed the central core of Marxism as a theory and practice. Berlin goes on to present an account of Marx's life as one of the most influential and incendiary social philosophers of the twentieth century and depicts the social and political atmosphere in which Marx wrote. This edition includes a new introduction by Alan Ryan which traces the place of Berlin's Marx from its pre-World War II publication to the present, and elucidates why Berlin's portrait, in the midst of voluminous writings about Marx, remains the classic account of the personal and political side of this monumental figure.

Preface to Plato


Eric Alfred Havelock - 1963
    Beginning with the premise that the attack must be taken seriously, Eric Havelock shows that Plato's hostility is explained by the continued domination of the poetic tradition in contemporary Greek thought.The reason for the dominance of this tradition was technological. In a nonliterate culture, stored experience necessary to cultural stability had to be preserved as poetry in order to be memorized. Plato attacks poets, particularly Homer, as the sole source of Greek moral and technical instruction--Mr. Havelock shows how the Iliad acted as an oral encyclopedia. Under the label of mimesis, Plato condemns the poetic process of emotional identification and the necessity of presenting content as a series of specific images in a continued narrative.The second part of the book discusses the Platonic Forms as an aspect of an increasingly rational culture. Literate Greece demanded, instead of poetic discourse, a vocabulary and a sentence structure both abstract and explicit in which experience could be described normatively and analytically: in short a language of ethics and science.

Anarkisme dan Sosialisme


Georgi Plekhanov - 1981
    You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.

For Marx


Louis Althusser - 1965
    For Marx, first published in France in 1968, has come to be regarded as the founding text of the school of “structuralist Marxism” which was presided over by the fascinating and enigmatic figure of Louis Althusser. Structuralism constituted an intellectual revolution in the 1960s and 1970s and radically transformed the way philosophy, political and social theory, history, science, and aesthetics were discussed and thought about. For Marx was a key contribution to that process and it fundamentally recast the way in which many people understood Marx and Marxism.This book contains the classic statements of Althusser's analysis of the young Marx and the importance of Feuerbach during this formative period, of his thesis of the “epistomological break” between the early and the late Marx, and of his conception of dialectics, contradiction and “overdetermination.” Also included is a study of the materialist theater of Bertolazzi and Brecht and the critique of humanist readings of Marxism. Since his death in 1990, Althusser's legacy has come under renewed examination and it is increasingly recognized that the influence of his ideas has been wider and deeper than previously thought: reading For Marx, in its audacity, originality and rigor, will explain why this impact was so significant.

The Soul of Man Under Socialism


Oscar Wilde - 1891
    Wilde argues that under capitalism the majority of people spoil their lives by an unhealthy and exaggerated altruism-are forced, indeed, so to spoil them: instead of realizing their true talents, they waste their time solving the social problems caused by capitalism, without taking their common cause away. Thus, caring people seriously and very sentimentally set themselves to the task of remedying the evils that they see in poverty, but their remedies do not cure the disease: they merely prolong it because, the proper aim is to try and reconstruct society on such a basis that poverty will be impossible.

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.