In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.
A change of direction for the human race before it is too late. Philosophy For The Beast offers alternatives that could unite humanity and see us reach for the stars together. But first we must look at what needs changing.
The utopian promise of the internet, much talked about even a few years ago, has given way to brutal realities: coltan mines in the Congo, electronics factories in China, devastated neighborhoods in Detroit. Cyber-Proletariat shows us the dark-side of the information revolution through an unsparing analysis of class power and computerization. Dyer-Witheford investigates how technology facilitates growing polarization between wealthy elites and precarious workers. He reveals the class domination behind everything from expanding online surveillance to intensifying robotization. At the same time, he looks at possibilities for information technology within radical movements.
Time and the Universe have their own rules. Humans understand so little; yet Toby Dickinson must find a way to learn. Daurth is being destroyed and Earth is at risk. Bolgord Skuvinder and his deformed son Gawth bring a new evil that threatens to turn the stars to flame and destroy everyone Toby loves. In this the third book of the Daurth chronicles, Toby faces the greatest dangers yet...
The fourth book of the Daurth chronicles sees Toby Dickinson thrust into a world where everything has been changed. Nothing is as it seems. Toby is wanted for murder. He needs to find a way to Daurth, but none exist, so he must run and hide in a reality where nobody understands the way they were...
IT had rained in torrents all the way down from Schenectady, so when Jack Duane glimpsed the lights of what looked to be a big house through the trees, he braked his battered, convertible sedan to a stop at the side of the road. Mud lay along the fenders and running boards; mud and water had spumed up and freckled Duane’s face and hat. He pulled off the latter—it was soggy—and slapped it on the seat beside him, leaning out and squinting through the darkness and falling water. He was on the last lap of a two weeks’ journey from San Francisco, his objective being New York City. There he hoped to wangle a job as foreign correspondent from an old crony, J. J. Molloy, now editor of the New York Globe. Adventurer, journalist, globetrotter, Duane was of the type that is always on the move. “It’s a place, anyway, Moses,” he said to the large black man beside him, his servitor and bodyguard, who had accompanied him everywhere for the past three years. “Somebody lives there; they ought to have some gas.” “Yasah,” said Moses, staring past Duane’s shoulder, “it’s a funny-looking place, suh.” Duane agreed. Considering that they were seventy miles from New York, in the foothills of the Catskills, with woods all around them and the rain pouring down, the thing they saw through the trees, some three hundred yards from the country road, was indeed peculiar. It looked more like a couple of Pullman cars coupled together and lighted, than like a farmer’s dwelling. “Fenced in, too,” said Duane, pointing to the high steel fence that bordered the road, separating them from the object of their vision. “And look there—” A fitful flash of lightning in the east, illuminating the distant treetops, showed up the towering steel and network of a high-voltage electric line’s tower. The roving journalist muttered something to express his puzzlement, and got out of the car. Moses followed him. “Well,” said Duane presently, when they had stared a moment longer, “whatever it is, I’m barging in. We’ve got to have some gas or we’ll never make New York tonight.” MOSES agreed. The two men started across the road—the big Negro hatless and wearing a slicker—the reporter in a belted trench coat, his brown felt hat pulled out of shape on his head. “It’s a big thing,” Duane said as he and Moses halted at the fence and peered through. Distantly, he could see now that the mysterious structure in the woods was at least a hundred yards long, flat-topped and black as coal except from narrow shafts of light that came from its windows. “And look at the light coming out of the roof.” That was, indeed, the most peculiar feature of this place they had discovered. From a section of the roof near the center, as though through a skylight, a great white light came out, illuminating the slanting rain and the bending trees.
Well, is there a God? Perhaps this book can answer that question for you and at the same time provide the evidence, which is so often lacking in any religious volume.
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.
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