A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games.
The computer, writes Peter Lunenfeld, is the twenty-first century’s culture machine. It is a dream device, serving as the mode of production, the means of distribution, and the site of reception. We haven’t quite achieved the flying cars and robot butlers of futurist fantasies, but we do have a machine that can function as a typewriter and a printing press, a paintbrush and a gallery, a piano and a radio, the mail as well as the mail carier.
How has wirelessness--being connected to objects and infrastructures without knowing exactly how or where-- become a key form of contemporary experience? Stretching across routers, smart phones, netbooks, cities, towers, Guangzhou workshops, service agreements, toys, and states, wireless technologies have brought with them sensations of change, proximity, movement, and divergence. In Wirelessness, Adrian Mackenzie draws on philosophical techniques from a century ago to make sense of this most contemporary postnetwork condition.
Voice has returned to both theoretical and artistic agendas. In the digital era, techniques and technologies of voice have provoked insistent questioning of the distinction between the human voice and the voice of the machine, between genuine and synthetic affect, between the uniqueness of an individual voice and the social and cultural forces that shape it. This volume offers interdisciplinary perspectives on these topics from history, philosophy, cultural theory, film, dance, poetry, media arts, and computer games.
In an age of proliferating media and news sources, who has the power to define reality? When the dominant media declared the existence of WMDs in Iraq, did that make it a fact? Today, the “Social Web” (sometimes known as Web 2.0, groupware, or the participatory web)—epitomized by blogs, viral videos, and YouTube—creates new pathways for truths to emerge and makes possible new tactics for media activism.
Eastern Europe’s historically unprecedented and accelerated transition from late communism to late capitalism, coupled with media globalization, set in motion a scramble for cultural identity and a struggle over access to and control over media technologies. In Identity Games, Anikó Imre examines the corporate transformation of the postcommunist media landscape in Eastern Europe.
Bioethical dilemmas--including those over genetic screening, compulsory vaccination, and abortion--have been the subject of ongoing debates in the media, among the public, and in professional and academic communities. But the paramount bioethical issue in an age of digital technology and new media, Joanna Zylinska argues, is the transformation of the very notion of life. In this provocative book, Zylinska examines many of the ethical challenges that technology poses to the allegedly sacrosanct idea of the human.
As we spend more and more of our time staring at the screens of movies, televisions, computers, and handheld devices—"windows" full of moving images, texts, and icons—how the world is framed has become as important as what is in the frame. In The Virtual Window, Anne Friedberg examines the window as metaphor, as architectural component, and as an opening to the dematerialized reality we see on the screen.
In re: skin, scholars, essayists and short story writers offer their perspectives on skin--as boundary and surface, as metaphor and physical reality. The twenty-first century and its attendant technology call for a new investigation of the intersection of body, skin, and technology.
In Aesthetic Computing, key scholars and practitioners from art, design, computer science, and mathematics lay the foundations for a discipline that applies the theory and practice of art to computing. Aesthetic computing explores the way art and aesthetics can play a role in different areas of computer science. One of its goals is to modify computer science by the application of the wide range of definitions and categories normally associated with making art. For example, structures in computing might be represented using the style of Gaudi or the Bauhaus school.