Invocational Media


Book Description

Invocational Media critiques the sociotechnical power of digital technologies by introducing the concept of invocational media. What is an invocation? Ask your voice assistant and it will define it for you. It is a media artefact that responds to many invocations such as seeking the weather forecast, requesting any song you can name, or turning on the lights, almost magically. This contemporary manifestation of the ancient practice of invocation gives an immediate response to your call in a way that Chris Chesher argues is the characteristic power of all computers, which he redefines as invocational media. This book challenges the foundations of computer science by offering invocation as a powerful new way of conceptualising digital technologies. Drawing on media philosophy, Deleuze, Guattari, Heidegger, Latour, Austin, Innis and McLuhan, it critiques the representationalism of data processing, artificial intelligence and virtual reality. Invocational media seem to empower individuals, but necessarily subject users to corporate and government monopolies of invocation. They offer many 'solutions', but only by reducing everything to the same kind of act. They complicate agency in their indifference as to whether invokers are human or non-human. With robotics they invoke material form to act physically and autonomously. People willingly make themselves invocable to surveillance and control by creating their own profiles and marking themselves with biometrics. This ground-breaking book will change how you think about digital media by showing they are, in fact, invocational media.







Shaping Technologies


Book Description

It Undertakes Re-Readings Of The Past Debates, And Anticipations Of The Future Ones, To Arrive At Assessments That Suggest Soberiety And A Cool Consideration Of The Cold Touch Of The Machine, As Well As The Heat Of The Fuel That Animates It. It Examines Blueprints And Reads The Road Maps To The Future That Lie Before Us.




Interface Fantasy


Book Description

Behind our computer screens we are all cyborgs: through fantasy we can understand our involvement in virtual worlds. Cyberspace is first and foremost a mental space. Therefore we need to take a psychological approach to understand our experiences in it. In Interface Fantasy, André Nusselder uses the core psychoanalytic notion of fantasy to examine our relationship to computers and digital technology. Lacanian psychoanalysis considers fantasy to be an indispensable “screen” for our interaction with the outside world; Nusselder argues that, at the mental level, computer screens and other human-computer interfaces incorporate this function of fantasy: they mediate the real and the virtual. Interface Fantasy illuminates our attachment to new media: why we love our devices; why we are fascinated by the images on their screens; and how it is possible that virtual images can provide physical pleasure. Nusselder puts such phenomena as avatars, role playing, cybersex, computer psychotherapy, and Internet addiction in the context of established psychoanalytic theory. The virtual identities we assume in virtual worlds, exemplified best by avatars consisting of both realistic and symbolic self-representations, illustrate the three orders that Lacan uses to analyze human reality: the imaginary, the symbolic, and the real. Nusselder analyzes our most intimate involvement with information technology—the almost invisible, affective aspects of technology that have the greatest impact on our lives. Interface Fantasy lays the foundation for a new way of thinking that acknowledges the pivotal role of the screen in the current world of information. And it gives an intelligible overview of basic Lacanian principles (including fantasy, language, the virtual, the real, embodiment, and enjoyment) that shows their enormous relevance for understanding the current state of media technology.







Twitch


Book Description

Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly visit the site. In this accessible book, Mark R. Johnson offers both a synthesis of existing Twitch research and a new way to understand Twitch as a public forum for gaming. Drawing on ideas of the ancient Greek agora or public forum, Johnson demonstrates how Twitch has become the key location for game players looking to understand what is contemporary, relevant, and important in modern gaming culture. He argues that Twitch has constructed a particular kind of public forum for gaming, an understanding which emerges from analysing the platform through its technological infrastructure, its streamers and viewers, its broadcast content, and its tightly knit communities. While this forum helps shape gaming culture, it also exhibits many of gaming's existing problems with harassment and cultural exclusivity. Despite being the essential public space for contemporary gaming, Johnson shows that Twitch is far more complex than it first appears, and is currently expanding in ways that challenge this – until now – core focus. This book is essential reading for students and scholars of game studies, media studies, and anyone with an interest in the rapidly changing nature of online communication.




Open and Flexible Learning in Vocational Education and Training


Book Description

This text reviews the strategies adopted in a range of behaviourist approaches to the setting and realization of standards - identifying the background from which they emerged and ways in which they might be further developed.







Software Takes Command


Book Description

Offers the first look at the aesthetics of contemporary design from the theoretical perspectives of media theory and 'software studies'.




Virtual Politics


Book Description

Virtual Politics is a critical overview of the new - digital - body politic, with new technologies framing the discussion of key themes in social theory. This book shows how these new technologies are altering the nature of identity and agency, the relation of self to other, and the structure of community and political representation.