Hacker, Maker, Teacher, Thief: Advertising's Next Generation


Book Description

- What does the industry need to do today (not tomorrow) to stay valuable and relevant? - Is digital collaboration the death of idea ownership? - What the f**k do clients know about great advertising? - How can copying make you more original? - I feel connected, but do I feel more human? - How are the porn industry, illegal black market and bitcoins changing online culture today? - Should we make things people want rather than make people want things? - How do we 'do' innovation? If you want to get a point of view on these and a whole host of other questions, just pick up this book which features a collection of essays from 35 leading creative directors and business owners. Creative Social celebrates hackers, makers, teachers and thieves - advertising's next generation.




Advertising as a Creative Industry


Book Description

At the crossroads of culture and commerce, the advertising industry is a regime of paradoxes. This book examines the place of advertising in today’s creative industries, exploring the major challenges advertisers confront as they engage with other creative sectors. Izabela Derda, author, media scholar, and industry expert, offers insights into how the industry keeps deconstructing its own creative processes and collaborative models as it attempts to stay relevant. Through extensive case studies and interviews with industry professionals and thought leaders, this book examines the sector’s struggle to adapt to new business models and to monetize creativity in today’s media landscape, from re-engaging audiences through media more typical of arts and entertainment to managing intricate cross-sectoral creative collaborations. From redesigning workplaces to satisfy the expectations of the youngest generations of creatives to reconsidering the paradigm of conventional creative teams, the advertising sector has swiftly adjusted to the seismic changes in today’s media landscape. The book will be of interest to scholars and students of creative media, advertising, and media studies, as well as those interested in understanding the changing complexities and latest innovations of the creative industries. Advertising professionals, artists, and policymakers will find relevant insights and possible solutions for the major challenges facing the advertising industry today. The Open Access version of this book, available at www.taylorfrancis.com, has been made available under a CC-BY license.




The Future of Business


Book Description

The Future of Business explores how the commercial world is being transformed by the complex interplay between social, economic and political shifts, disruptive ideas, bold strategies and breakthroughs in science and technology. Over 60 contributors from 21 countries explore how the business landscape will be reshaped by factors as diverse as the modification of the human brain and body, 3D printing, alternative energy sources, the reinvention of government, new business models, artificial intelligence, blockchain technology, and the potential emergence of the Star Trek economy.




Creative Superpowers


Book Description

'Every business leader should read it immediately' Emma Gannon, author of The Multi-Hyphen Method 'A book that made my brain fizz' Bruce Daisley, VP EMEA, Twitter We are about to enter an Age of Creativity that requires a new set of skills. This book introduces you to four creative superpowers that will help solve your biggest business problems and open up fresh opportunities, namely the powers of: Hacking – learn how becoming a hacker will help you tackle problems in different ways. Making – learn how getting your hands dirty and making things stimulates new parts of the brain as well as creating happy accidents. Teaching – learn how teaching yourself and others consolidates experience in a fast-paced world. Thieving – learn how looking to what already exists helps you solve your problems.




CoolBrands - Around The World In 80 Brands


Book Description

We travel the world... meet people with a vision and brands with a purpose. Here are their stories...




A Hacker Manifesto


Book Description

A double is haunting the world--the double of abstraction, the virtual reality of information, programming or poetry, math or music, curves or colorings upon which the fortunes of states and armies, companies and communities now depend. The bold aim of this book is to make manifest the origins, purpose, and interests of the emerging class responsible for making this new world--for producing the new concepts, new perceptions, and new sensations out of the stuff of raw data. "A Hacker Manifesto" deftly defines the fraught territory between the ever more strident demands by drug and media companies for protection of their patents and copyrights and the pervasive popular culture of file sharing and pirating. This vexed ground, the realm of so-called "intellectual property," gives rise to a whole new kind of class conflict, one that pits the creators of information--the hacker class of researchers and authors, artists and biologists, chemists and musicians, philosophers and programmers--against a possessing class who would monopolize what the hacker produces. Drawing in equal measure on Guy Debord and Gilles Deleuze, "A Hacker Manifesto" offers a systematic restatement of Marxist thought for the age of cyberspace and globalization. In the widespread revolt against commodified information, McKenzie Wark sees a utopian promise, beyond the property form, and a new progressive class, the hacker class, who voice a shared interest in a new information commons.




Hacking the Curriculum: How Digital Skills Can Save Us from the Robots


Book Description

Ian Livingstone is the Godfather of the British gaming industry. In Hacking the Curriculum, he and Shahneila Saeed explain the critical importance of coding and computing in modern schools - and offer teachers and school leaders real practical guidance on how to improve their current provision to a generation of youngsters for whom digital skills are critical.




What Video Games Have to Teach Us About Learning and Literacy. Second Edition


Book Description

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.




Popular Mechanics


Book Description

Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.




No Logo


Book Description

"What corporations fear most are consumers who ask questions. Naomi Klein offers us the arguments with which to take on the superbrands." Billy Bragg from the bookjacket.