In a world dominated by capitalism which is dangerously sliding into a new kind of fascism, Srećko Horvat's new book explores the concept of subverting the dominant paradigm in politics, technology and love. Drawing from his own experience of participating in different protest movements all around the world, working closely with WikiLeaks and being one of the protagonists of the Democracy in Europe Movement 2025, Horvat resists the prevailing melancholy of the Left by offering new political imagination beyond traditional concepts. Instead of the tension between horizontal movements or vertical political parties, “Subversion” opts for a radical dialectics of both methods as the only way out of our current deadlock. If there is a crack in everything, the way to use the light that gets in is constructive subversion.
From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
Using a range of ‘case studies’ from Critical Theory to Candy Crush, ‘Gangnam Style’ to Game of Thrones and Football Manager to Hieronymus Bosch, this book argues that we need to rethink our enjoyment. Inspired by psychoanalysis, the book offers a new way of thinking about how we talk about what we enjoy and how we enjoy what we talk about.
Using Lacanian psychoanalysis, as well as its pre-history and afterlives, In the Event of Laughter argues for a new framework for discussing laughter. Responding to a tradition of 'comedy studies' that has been interested only in the causes of laughter (in why we laugh), it proposes a different relationship between laughter and causality. Ultimately it argues that laughter is both cause and effect, troubling chronological time and asking for a more nuanced way of conceiving the relationship between subjects and their laughter than existing theories have accounted for. Making this visible via psychoanalytic ideas of retroactivity, Alfie Bown explores how laughter far from being a mere response to a stimulus changes the relationship between the present, the past and the future. Bown investigates this hypothesis in relation to a range of comic texts from the 'history of laughter,' discussing Chaucer, Shakespeare, Kafka and Chaplin, as well as lesser-known but vital figures from the comic genre.
In a world dominated by capitalism which is dangerously sliding into a new kind of fascism, Srećko Horvat's new book explores the concept of subverting the dominant paradigm in politics, technology and love. Drawing from his own experience of participating in different protest movements all around the world, working closely with WikiLeaks and being one of the protagonists of the Democracy in Europe Movement 2025, Horvat resists the prevailing melancholy of the Left by offering new political imagination beyond traditional concepts. Instead of the tension between horizontal movements or vertical political parties, “Subversion” opts for a radical dialectics of both methods as the only way out of our current deadlock. If there is a crack in everything, the way to use the light that gets in is constructive subversion.
Using Lacanian psychoanalysis, as well as its pre-history and afterlives, In the Event of Laughter argues for a new framework for discussing laughter. Responding to a tradition of 'comedy studies' that has been interested only in the causes of laughter (in why we laugh), it proposes a different relationship between laughter and causality. Ultimately it argues that laughter is both cause and effect, troubling chronological time and asking for a more nuanced way of conceiving the relationship between subjects and their laughter than existing theories have accounted for. Making this visible via psychoanalytic ideas of retroactivity, Alfie Bown explores how laughter – far from being a mere response to a stimulus – changes the relationship between the present, the past and the future. Bown investigates this hypothesis in relation to a range of comic texts from the 'history of laughter,' discussing Chaucer, Shakespeare, Kafka and Chaplin, as well as lesser-known but vital figures from the comic genre.
Using a range of ‘case studies’ from Critical Theory to Candy Crush, ‘Gangnam Style’ to Game of Thrones and Football Manager to Hieronymus Bosch, this book argues that we need to rethink our enjoyment. Inspired by psychoanalysis, the book offers a new way of thinking about how we talk about what we enjoy and how we enjoy what we talk about.
From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
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