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  • Politicians routinely amplify and misdirect voters’ anger and resentment to win their support. First published in 1996 (as The Politics of Denial), Raised to Rage offers a compelling and novel explanation for political anger and the roots of authoritarian political attitudes. This timely book was recently reprinted with a new introduction that updates the empirical evidence and connects it to the current presidential campaign. In this post, authors Michael Milburn and Sheree Conrad discuss the relationship between childhood punishment and support for authoritarianism and what it means for this political moment.

    Based on your research, what have you found to be the relationship between childhood punishment and support for punitive political initiatives and authoritarianism?

    In our research, we have found that individuals who report having been physically punished frequently in childhood are significantly higher in authoritarianism and in support for punitive public policies like the death penalty and the use of military force. Our model is “affect displacement,” that emotion from one source, in this case, childhood, can be carried into adulthood and displaced onto adult political attitudes. Political attitudes are complex and have many different influences, including education, income, and the attitudes of one’s parents. In our study published in 2014 in the journal Political Psychology, we controlled for background demographic variables that have been found to influence authoritarianism, and we examined the relationship of childhood experience to authoritarianism, controlling for the political ideology of their parents. The significant impact of childhood punishment remained significant, such that individuals whose parents were liberal, but who also used physical punishment, were significantly higher in authoritarianism than those individuals whose parents were liberal and did not use physical punishment. 

    Posted at 06:00 am on Fri, 30 Sep 2016 in current affairs, psychology
  • We spoke with Dr. Jeremy Trevelyan Burman, PhD for this month’s Spotlight on Science Q&A. Dr. Burman was recently named to a tenure-track position supporting the new Reflecting on Psychology graduate program at the University of Groningen in the Netherlands.

    Posted at 08:00 am on Thu, 22 Sep 2016 in journals, science
  • The MIT Press and Leonardo/ISAST are pleased to announce the launch of ARTECA, a curated space for essential content linking the arts, sciences, and technologies. The platform was built and is developed by the ArtSci Lab at the University of Texas at Dallas. 

    With a growing collection of nearly 200 books and 300 journal issues, ARTECA provides scholars and practitioners the resources to bridge the once independent fields of art, science, and technology. The full text of Leonardo, Computer Music Journal, and Leonardo Music Journal are available in ARTECA. Books from MIT Press book series include Game Studies, Leonardo Book Series, Platform Studies, Software Studies, and Technologies of the Lived Abstraction. 

    Posted at 12:05 pm on Tue, 20 Sep 2016 in journals
  • Last week we posted the first part of a Q & A with Mike Smith and Rahul Teland, coauthors of Streaming, Sharing, Stealing:Big Data and the Future of Entertainment. Here's part 2:

    Why has Big Data disrupted the entertainment industry more rapidly and with greater consequence than most other industries?

    The two main reasons are access to data and culture. Think about the story Michael Lewis tells in Moneyball. Billy Beane’s decision to replace gut feel decision-making with data-driven decision-making required huge changes in the Oakland A’s organizational culture, and huge innovations in analytics. His leadership changed the game, but it only gave Oakland a year or two of competitive advantage. Everyone else in the league soon caught up.

    Posted at 09:00 am on Thu, 15 Sep 2016 in economics, technology
  • Video games are a global industry, and their history spans dozens of national industries. Edited by Mark J. P. Wolf, Video Games Around the World covers gaming in areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. On National Video Games Day, Mark J. P. Wolf reflects on the ambitious project of bringing together leading experts and game designers to discuss video game history and culture across all the world's continent.

    The idea for Video Games Around the World came when I was editing my two-volume Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming. Entries about the history of video games in various countries would come in from contributors, usually around a thousand words or so, and they were fascinating, but were so short that you only got a glimpse of what they were describing. I wanted to find out more, and thought there were enough entries on different countries and regions in the encyclopedia, that if I asked the same contributors to write full-length essays on their respective countries, I could have a nice collection of pieces on video game history around the world. So I started with the contributors I had, and decided to try to find more and fill in as much of the world as possible. That’s one of the things that makes an anthology like this more difficult to put together than the usual kind of anthology; besides the size of it, you have a set of topics that you must represent, and even missing one of them becomes noticeable and feels like the gap that it is. You can’t leave out Russia, or Mexico, or Japan, or the Middle East and give the feeling that you have covered the world; even missing one crucial essay would make the book feel incomplete. There had to be essays related to each continent, and each major national industry. (Completist that I am, I felt that in order to advertise that the book covered “every continent” something would have to be said about Antarctica, so I did some research and included a section on it in the Introduction.) So it was a matter of finding someone to write all the essays, and preferably people who were natives of the countries in question, and who understood the national context and culture firsthand, having grown up with it, or at least someone who had studied them in-depth.

    Posted at 07:30 am on Mon, 12 Sep 2016 in games
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    Posted at 07:54 am on Thu, 08 Sep 2016 in Awards
  • Shake off some of that Labor Day rust by checking out the first part of a Q & A with Mike Smith and Rahul Telang who are the authors of Streaming, Sharing, Stealing: Big Data and the Future of Entertainment. Their book is about how big data is transforming the creative industries, and how those industries can use lessons from Netflix, Amazon, and Apple to fight back.

    Posted at 06:00 am on Tue, 06 Sep 2016 in economics, technology
  • We are pleased to announce that Whitney Phillips recently won the 2016 Nancy Baym Book Award for This is Why We Can’t Have Nice Things: Mapping the Relationship between Online Trolling and Mainstream Culture. Sponsored by the Association of Internet Researchers (AOIR), the award seeks to recognize the best work in the field of Internet Studies, relating to the social and cultural dimensions of networked media.

    Posted at 12:39 pm on Fri, 26 Aug 2016 in
  • The daguerreotype, invented in France, came to America in 1839. It was, as Sarah Kate Gillespie's book The Early American Daguerreotype shows, something wholly and remarkably new: a product of science and innovative technology that resulted in a visual object. We're celebrating World Photo Day with an excerpt from The Early American Daguerreotype.

    Originally a French invention, daguerreotyping—a photographic process that produces extremely detailed images—reached American shores in the fall of 1839. A daguerreotype is a direct-positive image on a silvered copper plate. Historically, the plate was polished until it had a mirror-like surface, then was treated with lightsensitive chemicals. The plate was then fitted into a camera and exposed to the subject. Once exposed, the plate was developed above a box of mercury fumes, and the image was fixed in a bath of hyposulfate of soda. The finished product was then washed and dried. Because the surface remained sensitive, it was placed under a plate of glass and usually put in a case.

    Posted at 07:00 am on Fri, 19 Aug 2016 in art, history, photography, science, technology
  • This month’s Spotlight on Science looks at the intersection of synesthesia and art. Carol Steen discusses her own synesthesia and her journey to understand it, how synesthesia has impacted her art, and the increase in synesthesia awareness and research. Her article, “Visions Shared: A Firsthand Look into Synesthesia and Art” (Leonardo, June 2001) was one of the earliest first-hand accounts of synesthesia and its role in art, and her story helped inspire Wendy Mass's award-winning novel, A Mango-Shaped Space. Steen has since co-written a chapter for the Oxford Handbook of Synesthesia, and continues to create art from her synesthetic visions.  Read the article for free on our SOS page.

    You write that you first learned about synesthesia in 1993 when Richard E. Cytowic was in the process of bringing it back into mainstream science. Your article was published seven years later, in 2001. In 2003, author Wendy Mass wrote a young adult novel about an artistic and synesthetic girl named Mia, called A Mango-Shaped Space. Ten years later, Oxford University Press published the Oxford Handbook of Synesthesia, and just last year, your article was cited in an extensive paper titled "Color Synesthesia: Insight into perception, emotion, and consciousness," published in the journal Current Opinion in Neurology. How has the rise in awareness of synesthesia, and the accompanying increase in research about it, impacted you? Has it affected your art, or your artistic process, at all?

    In 1993, we didn't have computers. Well, a few people did, but for most of us computers didn't exist. More importantly, even if you had a computer, you were still isolated. Early in 1995 I would make long trips by subway to the one branch of my college where they had a computer lab. In a very small dark room on the top floor of an old NYC building were about 20 small screened computers. I could use them if a class was not being held, or if, with permission and providing I was very quiet, there was an available seat. I remember one day I sat in this room and learned I could ask a search engine for information about synesthesia. I did and waited for the answer. It gave me 35 “hits”—seventeen of those were duplicates. 

    Posted at 06:00 am on Tue, 16 Aug 2016 in art, journals, science
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Books, news, and ideas from MIT Press

The MIT PressLog is the official blog of MIT Press. Founded in 2005, the Log chronicles news about MIT Press authors and books. The MIT PressLog also serves as forum for our authors to discuss issues related to their books and scholarship. Views expressed by guest contributors to the blog do not necessarily represent those of MIT Press.