From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World...
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their developm...
To err is human; to err in digital culture is design. In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive to surmount, Peter Krapp identifies creative reservoirs of computer-mediated interaction. Throughout new media cultures, he traces a resistance to the heritage of motion studies, ergonomics, and efficiency; in doing so, he shows how creativity is stirred within the networks of digital culture.
Noise Channels offers a fresh look at hypertext and tactical media, tunes into laptop music, and situates the emergent forms of computer...
To err is human; to err in digital culture is design. In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive ...
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with...
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers n...
In the popular imagination, archives are remote, largely obsolete institutions: either antiquated, inevitably dusty libraries or sinister repositories of personal secrets maintained by police states. Yet the archive is now a ubiquitous feature of digital life. Rather than being deleted, e-mails and other computer files are archived. Media software and cloud storage allow for the instantaneous cataloging and preservation of data, from music, photographs, and videos to personal information gathered by social media sites.
In this digital landscape, the archival-oriented media theories...
In the popular imagination, archives are remote, largely obsolete institutions: either antiquated, inevitably dusty libraries or sinister repositor...
For the past few hundred years, Western cultures have relied on print. When writing was accomplished by a quill pen, inkpot, and paper, it was easy to imagine that writing was nothing more than a means by which writers could transfer their thoughts to readers. The proliferation of technical media in the latter half of the twentieth century has revealed that the relationship between writer and reader is not so simple. From telegraphs and typewriters to wire recorders and a sweeping array of digital computing devices, the complexities of communications technology have made mediality a...
For the past few hundred years, Western cultures have relied on print. When writing was accomplished by a quill pen, inkpot, and paper, it was ...
The digital world profoundly shapes how we work and consume and also how we play, socialize, create identities, and engage in politics and civic life. Indeed, we are so enmeshed in digital networks--from social media to cell phones--that it is hard to conceive of them from the outside or to imagine an alternative, let alone defy their seemingly inescapable power and logic. Yes, it is (sort of) possible to quit Facebook. But is it possible to disconnect from the digital network--and why might we want to?
Off the Network is a fresh and authoritative examination of how...
The digital world profoundly shapes how we work and consume and also how we play, socialize, create identities, and engage in politics and civi...
The Polish writer Stanislaw Lem is best known to English-speaking readers as the author of the 1961 science fiction novel Solaris, adapted into a meditative film by Andrei Tarkovsky in 1972 and remade in 2002 by Steven Soderbergh. Throughout his writings, comprising dozens of science fiction novels and short stories, Lem offered deeply philosophical and bitingly satirical reflections on the limitations of both science and humanity.
In Summa Technologiae--his major work of nonfiction, first published in 1964 and now available in English for the first time--Lem...
The Polish writer Stanislaw Lem is best known to English-speaking readers as the author of the 1961 science fiction novel Solaris, adapt...
Bruce Nauman has been a force in the art world since the early 1960s with his challenging audio and video installations, photographic art, neon art, and sculptures. However, until now there has been surprisingly little sustained critical analysis of his extraordinary oeuvre.
Nauman Reiterated offers the first scholarly assessment of the artist's production with an in-depth thematic investigation of key works created between the mid-1960s and mid-1970s. Janet Kraynak argues that the coherence of Nauman's art can be found not in conventional categorizations of style,...
Bruce Nauman has been a force in the art world since the early 1960s with his challenging audio and video installations, photographic art, neon...
Lori Emerson examines how interfaces--from today's multitouch devices to yesterday's desktops, from typewriters to Emily Dickinson's self-bound fascicle volumes--mediate between writer and text as well as between writer and reader. Following the threads of experimental writing from the present into the past, she shows how writers have long tested and transgressed technological boundaries.
Reading the means of production as well as the creative works they produce, Emerson demonstrates that technologies are more than mere tools and that the interface is not a neutral border between...
Lori Emerson examines how interfaces--from today's multitouch devices to yesterday's desktops, from typewriters to Emily Dickinson's self-bound...
Markus Krajewski is emerging as a leading scholar in the field of media archaeology, which seeks to trace cultural history through the media networks that enable and structure it. In World Projects he opens a new portal into the history of globalization by examining several large-scale projects that, at the beginning of the twentieth century, shared a grand yet unachievable goal: bringing order to the world.
Drawing from a broad array of archival materials, Krajewski reveals how expanding commercial relations, growing international scientific agreements, and an...
Markus Krajewski is emerging as a leading scholar in the field of media archaeology, which seeks to trace cultural history through the media ne...