LikeWar: The Weaponization of Social Media


P.W. Singer - 2018
    This urgent report is required reading, from defense expert P.W. Singer and Council on Foreign Relations fellow Emerson Brooking.

Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A's, Praise and Other Bribes


Alfie Kohn - 1993
    We dangle goodies (from candy bars to sales commissions) in front of people in much the same way we train the family pet. Drawing on a wealth of psychological research, Alfie Kohn points the way to a more successful strategy based on working with people instead of doing things to them. "Do rewards motivate people?" asks Kohn. "Yes. They motivate people to get rewards." Seasoned with humor and familiar examples, Punished By Rewards presents an argument unsettling to hear but impossible to dismiss.

Extra Lives: Why Video Games Matter


Tom Bissell - 2010
    He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading.

Being Digital


Nicholas Negroponte - 1995
    Negroponte's fans will want to get a copy of Being Digital, which is an edited version of the 18 articles he wrote for Wired about "being digital." Negroponte's text is mostly a history of media technology rather than a set of predictions for future technologies. In the beginning, he describes the evolution of CD-ROMs, multimedia, hypermedia, HDTV (high-definition television), and more. The section on interfaces is informative, offering an up-to-date history on visual interfaces, graphics, virtual reality (VR), holograms, teleconferencing hardware, the mouse and touch-sensitive interfaces, and speech recognition. In the last chapter and the epilogue, Negroponte offers visionary insight on what "being digital" means for our future. Negroponte praises computers for their educational value but recognizes certain dangers of technological advances, such as increased software and data piracy and huge shifts in our job market that will require workers to transfer their skills to the digital medium. Overall, Being Digital provides an informative history of the rise of technology and some interesting predictions for its future.

Hit Makers: The Science of Popularity in an Age of Distraction


Derek Thompson - 2017
    Each blockbuster has a secret history--of power, influence, dark broadcasters, and passionate cults that turn some new products into cultural phenomena. Even the most brilliant ideas wither in obscurity if they fail to connect with the right network, and the consumers that matter most aren't the early adopters, but rather their friends, followers, and imitators -- the audience of your audience.In his groundbreaking investigation, Atlantic senior editor Derek Thompson uncovers the hidden psychology of why we like what we like and reveals the economics of cultural markets that invisibly shape our lives. Shattering the sentimental myths of hit-making that dominate pop culture and business, Thompson shows quality is insufficient for success, nobody has "good taste," and some of the most popular products in history were one bad break away from utter failure. It may be a new world, but there are some enduring truths to what audiences and consumers want. People love a familiar surprise: a product that is bold, yet sneakily recognizable.Every business, every artist, every person looking to promote themselves and their work wants to know what makes some works so successful while others disappear. Hit Makers is a magical mystery tour through the last century of pop culture blockbusters and the most valuable currency of the twenty-first century--people's attention.From the dawn of impressionist art to the future of Facebook, from small Etsy designers to the origin of Star Wars, Derek Thompson leaves no pet rock unturned to tell the fascinating story of how culture happens and why things become popular.In Hit Makers, Derek Thompson investigates: - The secret link between ESPN's sticky programming and the The Weeknd's catchy choruses - Why Facebook is the world's most important modern newspaper - How advertising critics predicted Donald Trump - The 5th grader who accidentally launched "Rock Around the Clock," the biggest hit in rock and roll history - How Barack Obama and his speechwriters think of themselves as songwriters - How Disney conquered the world--but the future of hits belongs to savvy amateurs and individuals - The French collector who accidentally created the Impressionist canon - Quantitative evidence that the biggest music hits aren't always the best - Why almost all Hollywood blockbusters are sequels, reboots, and adaptations - Why one year--1991--is responsible for the way pop music sounds today - Why another year --1932--created the business model of film - How data scientists proved that "going viral" is a myth - How 19th century immigration patterns explain the most heard song in the Western Hemisphere

A Framework for Understanding Poverty


Ruby K. Payne - 1995
    The reality of being poor brings out a survival mentality, and turns attention away from opportunities taken for granted by everyone else. If you work with people from poverty, some understanding of how different their world is from yours will be invaluable. Whether you're an educator--or a social, health, or legal services professional--this breakthrough book gives you practical, real-world support and guidance to improve your effectiveness in working with people from all socioeconomic backgrounds. Since 1995 A Framework for Understanding Poverty has guided hundreds of thousands of educators and other professionals through the pitfalls and barriers faced by all classes, especially the poor. Carefully researched and packed with charts, tables, and questionnaires, Framework not only documents the facts of poverty, it provides practical yet compassionate strategies for addressing its impact on people's lives.

Digital Vertigo: How Today's Online Social Revolution Is Dividing, Diminishing, and Disorienting Us


Andrew Keen - 2012
    As an avowed technology optimist, I'm grateful for Keen who makes me stop and think before committing myself fully to the social revolution." —Larry Downes, author of The Killer AppIn Digital Vertigo, Andrew Keen presents today's social media revolution as the most wrenching cultural transformation since the Industrial Revolution. Fusing a fast-paced historical narrative with front-line stories from today's online networking revolution and critiques of "social" companies like Groupon, Zynga and LinkedIn, Keen argues that the social media transformation is weakening, disorienting and dividing us rather than establishing the dawn of a new egalitarian and communal age. The tragic paradox of life in the social media age, Keen says, is the incompatibility between our internet longings for community and friendship and our equally powerful desire for online individual freedom. By exposing the shallow core of social networks, Andrew Keen shows us that the more electronically connected we become, the lonelier and less powerful we seem to be.

The Portable MLIS: Insights from the Experts


Ken Haycock - 2008
    This foundation to the profession covers the competencies needed by professional librarians and can serve as both introduction to the new student and an update to the veteran.Typically, interested laypeople and students are introduced to the knowledge, skills, and abilities of professional librarians piecemeal or through introductory or core courses. Unlike other fields (e.g., business administration, management), there is no published broad overview of the profession. Almost peculiarly, the basic foundation course in LIS education is about information in context, or libraries and their mission, but not about the competencies of professional librarians as a foundation for future courses.This book fills that gap, whether as an introduction to the profession or as a response to the question What does a librarian do?Here, experts in several fields of library and information science provide introductions to their areas of expertise, covering the competencies needed by professional librarians. Accessible and comprehensive, The Portable MLIS can serve as both an introduction for the new student and an update for the veteran.

Orality and Literacy: The Technologizing of the Word


Walter J. Ong - 1982
    Ong offers fascinating insights into oral genres across the globe and through time, and examines the rise of abstract philosophical and scientific thinking. He considers the impact of orality-literacy studies not only on literary criticism and theory but on our very understanding of what it is to be a human being, conscious of self and other.This is a book no reader, writer or speaker should be without.

Trust Me, I'm Lying: Confessions of a Media Manipulator


Ryan Holiday - 2012
    A malicious online rumor costs a company millions. A political sideshow derails the national news cycle and destroys a candidate. Some product or celebrity zooms from total obscurity to viral sensation. What you don't know is that someone is responsible for all this. Usually, someone like me.I'm a media manipulator. In a world where blogs control and distort the news, my job is to control blogs--as much as any one person can. In today's culture... 1) Blogs like "Gawker," "Buzzfeed" and the "Huffington Post" drive the media agenda. 2) Bloggers are slaves to money, technology, and deadlines. 3) Manipulators wield these levers to shape everything you read, see and watch--online and off.Why am I giving away these secrets? Because I'm tired of a world where blogs take indirect bribes, marketers help write the news, reckless journalists spread lies, and no one is accountable for any of it. I'm pulling back the curtain because I don't want anyone else to get blindsided. I'm going to explain exactly how the media "really" works. What you choose to do with this information is up to you.

Mediactive


Dan Gillmor - 2010
    Yet you and I can take control and make media serve us -- all of us -- by being active consumers and participants. Here's how.ContentsForeword IntroductionChapter 1 Darwin’s Media Chapter 2 Becoming an Active User: Principles Chapter 3 Tools and Techniques for the Mediactive ConsumerChapter 4 Journalism’s Evolving Ecosystem Chapter 5 Principles of Trustworthy Media CreationChapter 6 Tools and Tactics for Trusted Creators Chapter 7 Owning Your Online Presence Chapter 8 Entrepreneurs Will Save Journalism, and You Could BeOne of Them Chapter 9 Laws and Norms Chapter 10 Teaching and Learning Mediactivity Chapter 11 A Path to Tomorrow Epilogue Acknowledgments

A Field Guide to Lies: Critical Thinking in the Information Age


Daniel J. Levitin - 2016
    We are bombarded with more information each day than our brains can process—especially in election season. It's raining bad data, half-truths, and even outright lies. New York Times bestselling author Daniel J. Levitin shows how to recognize misleading announcements, statistics, graphs, and written reports revealing the ways lying weasels can use them. It's becoming harder to separate the wheat from the digital chaff. How do we distinguish misinformation, pseudo-facts, distortions, and outright lies from reliable information? Levitin groups his field guide into two categories—statistical infomation and faulty arguments—ultimately showing how science is the bedrock of critical thinking. Infoliteracy means understanding that there are hierarchies of source quality and bias that variously distort our information feeds via every media channel, including social media. We may expect newspapers, bloggers, the government, and Wikipedia to be factually and logically correct, but they so often aren't. We need to think critically about the words and numbers we encounter if we want to be successful at work, at play, and in making the most of our lives. This means checking the plausibility and reasoning—not passively accepting information, repeating it, and making decisions based on it. Readers learn to avoid the extremes of passive gullibility and cynical rejection. Levitin's charming, entertaining, accessible guide can help anyone wake up to a whole lot of things that aren't so. And catch some lying weasels in their tracks!

What Video Games Have to Teach Us about Learning and Literacy


James Paul Gee - 2003
    James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

The Attention Merchants: The Epic Scramble to Get Inside Our Heads


Tim Wu - 2016
    In nearly every moment of our waking lives, we face a barrage of messaging, advertising enticements, branding, sponsored social media, and other efforts to harvest our attention. Few moments or spaces of our day remain uncultivated by the "attention merchants," contributing to the distracted, unfocused tenor of our times. Tim Wu argues that this condition is not simply the byproduct of recent technological innovations but the result of more than a century's growth and expansion in the industries that feed on human attention. From the pre-Madison Avenue birth of advertising to the explosion of the mobile web; from AOL and the invention of email to the attention monopolies of Google and Facebook; from Ed Sullivan to celebritypower brandslike Oprah Winfrey, Kim Kardashian and Donald Trump, the basic business model of "attention merchants" has never changed: free diversion in exchange for a moment of your consideration, sold in turn to the highest-bidding advertiser. Wu describes the revolts that have risen against the relentless siege of our awareness, from the remote control to the creation of public broadcasting to Apple's ad-blocking OS. But he makes clear that attention merchants are always growing new heads, even as their means of getting inside our heads are changing our very nature--cognitive, social, political and otherwise--in ways unimaginable even a generation ago.

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.