Listen to a short interview with McKenzie WarkHost: Chris Gondek | Producer: Heron & Crane
Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. 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.
At dinnertime: check. At a traffic light: check. In bed at the end of the day: check. In line at the coffee shop: check. In The Geek’s Chihuahua, Ian Bogost addresses the modern love affair of “living with Apple” during the height of the company’s market influence and technology dominance.
The ubiquitous iPhone and its kin saturate our lives, changing everything from our communication to our posture. Bogost contrasts the values of Apple’s massive success in the twenty-first century with those of its rise in the twentieth. And he connects living with Apple with the phenomenon of “hyperemployment”—the constant overwork of today’s technological life that all of us now experience. Bogost also reflects on the new potential function—as well as anxiety and anguish—of devices like the Apple Watch. We are tethered to our devices, and, as Bogost says: that’s just life—anxious, overworked, and utterly networked life.
Forerunners: Ideas First is a thought-in-process series of breakthrough digital publications. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.
Since antiquity, philosophers and engineers have tried to take life’s measure by reproducing it. Aiming to reenact Creation, at least in part, these experimenters have hoped to understand the links between body and spirit, matter and mind, mechanism and consciousness. Genesis Redux examines moments from this centuries-long experimental tradition: efforts to simulate life in machinery, to synthesize life out of material parts, and to understand living beings by comparison with inanimate mechanisms.
Jessica Riskin collects seventeen essays from distinguished scholars in several fields. These studies offer an unexpected and far-reaching result: attempts to create artificial life have rarely been driven by an impulse to reduce life and mind to machinery. On the contrary, designers of synthetic creatures have generally assumed a role for something nonmechanical. The history of artificial life is thus also a history of theories of soul and intellect.
Taking a historical approach to a modern quandary, Genesis Redux is essential reading for historians and philosophers of science and technology, scientists and engineers working in artificial life and intelligence, and anyone engaged in evaluating these world-changing projects.
In our current screen-saturated culture, we take in more information through visual means than at any point in history. The computers and smart phones that constantly flood us with images do more than simply convey information. They structure our relationship to information through graphical formats. Learning to interpret how visual forms not only present but produce knowledge, says Johanna Drucker, has become an essential contemporary skill.
Graphesis provides a descriptive critical language for the analysis of graphical knowledge. In an interdisciplinary study fusing digital humanities with media studies and graphic design history, Drucker outlines the principles by which visual formats organize meaningful content. Among the most significant of these formats is the graphical user interface (GUI)—the dominant feature of the screens of nearly all consumer electronic devices. Because so much of our personal and professional lives is mediated through visual interfaces, it is important to start thinking critically about how they shape knowledge, our behavior, and even our identity.
Information graphics bear tell-tale signs of the disciplines in which they originated: statistics, business, and the empirical sciences. Drucker makes the case for studying visuality from a humanistic perspective, exploring how graphic languages can serve fields where qualitative judgments take priority over quantitative statements of fact. Graphesis offers a new epistemology of the ways we process information, embracing the full potential of visual forms and formats of knowledge production.
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