How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics


N. Katherine Hayles - 1999
    While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age.Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman."Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems.Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.

Understanding Video Games: The Essential Introduction


Simon Egenfeldt-Nielsen - 2007
    This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.

Technopoly: The Surrender of Culture to Technology


Neil Postman - 1992
    In this witty, often terrifying work of cultural criticism, the author of Amusing Ourselves to Death chronicles our transformation into a Technopoly: a society that no longer merely uses technology as a support system but instead is shaped by it--with radical consequences for the meanings of politics, art, education, intelligence, and truth.

The Society of the Spectacle


Guy Debord - 1967
    From its publication amid the social upheavals of the 1960s up to the present, the volatile theses of this book have decisively transformed debates on the shape of modernity, capitalism and everyday life in the late twentieth century. Now finally available in a superb English translation approved by the author, Debord's text remains as crucial as ever for understanding the contemporary effects of power, which are increasingly inseparable from the new virtual worlds of our rapidly changing image/information culture.

The Image: A Guide to Pseudo-Events in America


Daniel J. Boorstin - 1961
    Boorstin’s prophetic vision of an America inundated by its own illusions has become an essential resource for any reader who wants to distinguish the manifold deceptions of our culture from its few enduring truths.Cover design by Matt Dorfman.

Orientalism


Edward W. Said - 1978
    This entrenched view continues to dominate western ideas and, because it does not allow the East to represent itself, prevents true understanding. Essential, and still eye-opening, Orientalism remains one of the most important books written about our divided world.

Performing Rites: On the Value of Popular Music


Simon Frith - 1996
    J. Harvey? Blur or Oasis? Dylan or Keats? And how many friendships have ridden on the answer? Such questions aren't merely the stuff of fanzines and idle talk; they inform our most passionate arguments, distill our most deeply held values, make meaning of our ever-changing culture. In Performing Rites, one of the most influential writers on popular music asks what we talk about when we talk about music. What's good, what's bad? What's high, what's low? Why do such distinctions matter? Instead of dismissing emotional response and personal taste as inaccessible to the academic critic, Simon Frith takes these forms of engagement as his subject--and discloses their place at the very center of the aesthetics that structure our culture and color our lives.Taking up hundreds of songs and writers, Frith insists on acts of evaluation of popular music as music. Ranging through and beyond the twentieth century, Performing Rites puts the Pet Shop Boys and Puccini, rhythm and lyric, voice and technology, into a dialogue about the undeniable impact of popular aesthetics on our lives. How we nod our heads or tap our feet, grin or grimace or flip the dial; how we determine what's sublime and what's "for real"--these are part of the way we construct our social identities, and an essential response to the performance of all music. Frith argues that listening itself is a performance, both social gesture and bodily response. From how they are made to how they are received, popular songs appear here as not only meriting aesthetic judgments but also demanding them, and shaping our understanding of what all music means.

Fangasm: Supernatural Fangirls


Katherine Larsen - 2013
    Plunging headlong into the hidden realms of fandom, they scoured the Internet for pictures of stars Jensen Ackles and Jared Padalecki and secretly penned racy fan fiction. And then they hit the road—crisscrossing the country, racking up frequent flyer miles with alarming ease, standing in convention lines at 4 A.M.They had white-knuckled encounters with overly zealous security guards one year and smiling invitations to the Supernatural set the next. Actors stripping in their trailers, fangirls sneaking onto film sets; drunken confessions, squeals of joy, tears of despair; wallets emptied and responsibilities left behind; intrigue and ecstasy and crushing disappointment—it’s all here.And yet even as they reveled in their fandom, the authors were asking themselves whether it’s okay to be a fan, especially for grown women with careers and kids. “Crazystalkerchicks”—that’s what they heard from Supernatural crew members, security guards, airport immigration officials, even sometimes their fellow fans. But what Kathy and Lynn found was that most fans were very much like themselves: smart, capable women looking for something of their own that engages their brains and their libidos.Fangasm pulls back the curtain on the secret worlds of fans and famous alike, revealing Supernatural behind the scenes and discovering just how much the cast and crew know about what the fans are up to. Anyone who’s been tempted to throw off the constraints of respectability and indulge a secret passion—or hit the road with a best friend—will want to come along.

Homo Sacer: Sovereign Power and Bare Life


Giorgio Agamben - 1994
    Recently, Agamben has begun to direct his thinking to the constitution of the social and to some concrete, ethico-political conclusions concerning the state of society today, and the place of the individual within it.In Homo Sacer, Agamben aims to connect the problem of pure possibility, potentiality, and power with the problem of political and social ethics in a context where the latter has lost its previous religious, metaphysical, and cultural grounding. Taking his cue from Foucault’s fragmentary analysis of biopolitics, Agamben probes with great breadth, intensity, and acuteness the covert or implicit presence of an idea of biopolitics in the history of traditional political theory. He argues that from the earliest treatises of political theory, notably in Aristotle’s notion of man as a political animal, and throughout the history of Western thinking about sovereignty (whether of the king or the state), a notion of sovereignty as power over “life” is implicit.The reason it remains merely implicit has to do, according to Agamben, with the way the sacred, or the idea of sacrality, becomes indissociable from the idea of sovereignty. Drawing upon Carl Schmitt’s idea of the sovereign’s status as the exception to the rules he safeguards, and on anthropological research that reveals the close interlinking of the sacred and the taboo, Agamben defines the sacred person as one who can be killed and yet not sacrificed—a paradox he sees as operative in the status of the modern individual living in a system that exerts control over the collective “naked life” of all individuals.

Powers of Horror: An Essay on Abjection


Julia Kristeva - 1980
    . . Powers of Horror is an excellent introduction to an aspect of contemporary French literature which has been allowed to become somewhat neglected in the current emphasis on paraphilosophical modes of discourse. The sections on Céline, for example, are indispensable reading for those interested in this writer and place him within a context that is both illuminating and of general interest." -Paul de Man

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 Gift: The Form and Reason for Exchange in Archaic Societies


Marcel Mauss - 1923
    The gift is a perfect example of what Mauss calls a total social phenomenon, since it involves legal, economic, moral, religious, aesthetic, and other dimensions. He sees the gift exchange as related to individuals and groups as much as to the objects themselves, and his analysis calls into question the social conventions and economic systems that had been taken for granted for so many years. In a modern translation, introduced by distinguished anthropologist Mary Douglas, The Gift is essential reading for students of social anthropology and sociology.

A Thousand Plateaus: Capitalism and Schizophrenia


Gilles Deleuze - 1980
    He is a key figure in poststructuralism, and one of the most influential philosophers of the twentieth century. Felix Guattari (1930-1992) was a psychoanalyst at the la Borde Clinic, as well as being a major social theorist and radical activist. A Thousand Plateaus is part of Deleuze and Guattari's landmark philosophical project, Capitalism and Schizophrenia - a project that still sets the terms of contemporary philosophical debate. A Thousand Plateaus provides a compelling analysis of social phenomena and offers fresh alternatives for thinking about philosophy and culture. Its radical perspective provides a toolbox for nomadic thought and has had a galvanizing influence on today's anti-capitalist movement.Translated by Brian Massumi

Salsa Dancing Into the Social Sciences: Research in an Age of Info-Glut


Kristin Luker - 2008
    But trust me. Salsa dancing is a practice as well as a metaphor for a kind of research that will make your life easier and better.""Savvy, witty, and sensible, this unique book is both a handbook for defining and completing a research project, and an astute introduction to the neglected history and changeable philosophy of modern social science. In this volume, Kristin Luker guides novice researchers in: knowing the difference between an area of interest and a research topicdefining the relevant parts of a potentially infinite research literaturemastering sampling, operationalization, and generalizationunderstanding which research methods best answer your questionsbeating writer's blockMost important, she shows how friendships, nonacademic interests, and even salsa dancing can make for a better researcher.""You know about setting the kitchen timer and writing for only an hour, or only 15 minutes if you are feeling particularly anxious. I wrote a fairly large part of this book feeling exactly like that. If I can write an entire book 15 minutes at a time, so can you.""

Fan Phenomena: Supernatural


Lynn S. Zubernis - 2012
    Creator Eric Kripke was inspired by Jack Kerouac’s On The Road, putting his heroes, brothers Sam and Dean Winchester, in a big black ’67 Impala and sending them in search of the urban legends that fascinated him. The series attracted a passionate fan base from the start and was described as a “cultural attractor” that tapped into the zeitgeist of the moment, reflecting global fears of terrorism with its themes of fighting unseen evil. The chemistry between the lead actors, Jared Padalecki and Jensen Ackles, contributed to the show’s initial success, and Supernatural found its niche when it combined demon-hunting adventures with a powerful relationship drama that explored the intense, complicated bond between the brothers. Supernatural is as much a story of familial ties, love, and loyalty as it is of “saving people, hunting things.”Fan Phenomena: Supernatural explores the ongoing fascination and passion for a show that developed a relationship with fans through eight seasons and continues to have an impact on fan culture to the present day. Essays here explore the rich dynamic that has developed between fans and producers, actors, writers, directors, the show creator, and showrunners through online interactions on Twitter and Facebook, face-to-face exchanges at conventions, and representations of fandom within the show's meta-episodes. Contributors also explore gender and sexuality in the show and in fan art; the visual dynamics, cinematography, and symbolism in the episodes as well as the fan videos they inspire; and the culture of influence, learning, and teaching in the series.