Steampunk Economy


Book Description

Many executives, organisations and companies believe that the economic demands of the digital age can be met with diligence, skill and, above all, experience. They build on expertise, established structures and processes that they have been able to rely on for decades. They perfect the known methods and procedures and strive for the highest degree of flawlessness. However, they overlook the fact that striving for perfection is not only counterproductive, but even harmful. In times of digitalisation and the accompanying globalisation, products, goods and services are not constantly getting better, they are constantly getting different. The processes and business models that drive the economy are continuously changing. Those who focus on perfecting familiar methods, both in production, but even more so in organisational design and leadership, are training a racehorse and do not realise that they are competing against a Formula 1 racing car. Economics, management and human resources are based on 19th century theoretical foundations. They are perfected steam engines - smooth running, enduring in operation and elegant to look at. And completely unsuitable for flying to the moon. In short: they are representatives of the steampunk economy. In his book, Dr. Andreas Rein debunks the steampunk economy and impressively explains how to recognise it. He explains why all companies and organisations are affected by disruptive changes - regardless of sector and industry. He shows that in a digital, fully networked world, the goal must not be the moon, but at least Mars. In his passionate plea for unleashing innovative potential, he shows how to overcome the steampunk economy and create sustainability. For neither human nor earthly resources are unlimited.




The Knockoff Economy


Book Description

From the shopping mall to the corner bistro, knockoffs are everywhere in today's marketplace. Conventional wisdom holds that copying kills creativity, and that laws that protect against copies are essential to innovation--and economic success. But are copyrights and patents always necessary? In The Knockoff Economy, Kal Raustiala and Christopher Sprigman provocatively argue that creativity can not only survive in the face of copying, but can thrive. The Knockoff Economy approaches the question of incentives and innovation in a wholly new way--by exploring creative fields where copying is generally legal, such as fashion, food, and even professional football. By uncovering these important but rarely studied industries, Raustiala and Sprigman reveal a nuanced and fascinating relationship between imitation and innovation. In some creative fields, copying is kept in check through informal industry norms enforced by private sanctions. In others, the freedom to copy actually promotes creativity. High fashion gave rise to the very term "knockoff," yet the freedom to imitate great designs only makes the fashion cycle run faster--and forces the fashion industry to be even more creative. Raustiala and Sprigman carry their analysis from food to font design to football plays to finance, examining how and why each of these vibrant industries remains innovative even when imitation is common. There is an important thread that ties all these instances together--successful creative industries can evolve to the point where they become inoculated against--and even profit from--a world of free and easy copying. And there are important lessons here for copyright-focused industries, like music and film, that have struggled as digital technologies have made copying increasingly widespread and difficult to stop. Raustiala and Sprigman's arguments have been making headlines in The New Yorker, the New York Times, the Financial Times, the Boston Globe, Le Monde, and at the Freakonomics blog, where they are regular contributors. By looking where few had looked before--at markets that fall outside normal IP law--The Knockoff Economy opens up fascinating creative worlds. And it demonstrates that not only is a great deal of innovation possible without intellectual property, but that intellectual property's absence is sometimes better for innovation.




The Steampunk Handbook: A Comprehensive Guide to the World of Steampunk


Book Description

The Steampunk Handbook: A Comprehensive Guide to the World of Steampunk The Steampunk Handbook is a captivating and informative exploration of the fascinating world of steampunk. This comprehensive guide delves into the origins and defining aesthetics of steampunk, showcasing its connection to the Victorian Era and the Industrial Revolution. Readers will be immersed in the unique fashion and clothing styles, as well as the literature, art, and technology that define the genre. From clockwork and gears to airships and steam engines, readers will discover the inventive contraptions and gadgets that make up the steampunk universe. The book also delves into the vibrant steampunk subculture, exploring the community, events, and festivals that bring enthusiasts together. Through engaging chapters on film, television, music, gaming, and architecture, readers will gain a deeper understanding of the wide-reaching influence of steampunk in popular culture. The book also explores the empowering representation of women in steampunk and the genre's relationship with science fiction. The Future of Steampunk chapter offers a glimpse into the evolving genre and its global growth, highlighting the current trends and innovations that shape its future. With its well-researched content and visually captivating illustrations, The Steampunk Handbook is a must-read for anyone intrigued by this genre that blends history with imagination.




Presentations of the 2010 Upstate Steampunk Extravaganza and Meetup


Book Description

In November 2010, a small but growing group of Victorian Alternate Historians, often referred to as Steampunk, met for the first conference of its kind. There was music, fashion, merchants, and all the other trappings of the Victorian time period set in a venue of “what if.” What set this conference apart was the academic nature of the presentations. Utilizing the internet and scholarly publications, a call for papers was sent out and the response was impressive. Faculty, graduate students, specialists, and general interest writers wrote, prepared, and presented on a wide array of subject matters. This publication is the culmination of those presentations. Before, during, and after the conference, Steampunk became a much debated and discussed subject on our list servers and emails. While some had no idea what Steampunk was and others had an idea that they thought was correct, there was no “one size fits all” definition to this new genre. It was at that point that a number of us that had been at the conference sat down and tried to describe the phenomenon. This is what we came up with: Steampunk is a juxtaposition of science fiction, fantasy, and Victorian alternate history. Its roots are in the literature and architecture of the late 19th century while having its branches reach into the future. It is The League of Extraordinary Gentlemen, the music of Abney Park, the engineering of Nikola Tesla, and the aviation of helium and hot air. In the 1980s a subculture of science fiction found a foothold in literature and science fiction conventions. These “paths not taken” alternative histories gave the cyberpunk and Goth followers at the conventions a new path to follow. There were the works of H. G. Wells, the undersea submersible of Captain Nemo in Verne’s 20,000 Leagues Under the Sea, and the Victorian work of Mary Shelley’s Frankenstein to start with. Add to that the architecture of the Victorian age as a gentrification in many of the inner cities of America and England, and you have a breeding ground for something not quite realized but possibly attainable.




The Steampunk Adventurer's Guide: Contraptions, Creations, and Curiosities Anyone Can Make


Book Description

Steampunk stalwart Thomas Willeford cordially invites you on an adventure--one in which you get to build ingenious devices of your own! Lavishly illustrated by award-winning cartoonist Phil Foglio, The Steampunk Adventurer's Guide: Contraptions, Creations, and Curiosities Anyone Can Make presents 10 intriguing projects ideal for makers of all ages and skill levels, woven into an epic tale of mystery and pursuit. Follow the exploits of Isaac and Amelia, a brother and sister who must devise a series of beguiling gizmos to rescue their uncle from a skyship that's been commandeered by a nefarious villain and his rogue automatons. Each chapter contains an installment of this captivating story along with the step-by-step instructions and list of tools and materials you'll need to create the featured gadgets.




Everfair


Book Description

An "alternate history novel that explores the question of what might have come of Belgium's ... colonization of the Congo if the native populations had learned about steam technology a bit earlier"--Amazon.com.




Steampunk and Nineteenth-Century Digital Humanities


Book Description

Steampunk is more than a fandom, a literary genre, or an aesthetic. It is a research methodology turning history inside out to search for alternatives to the progressive technological boosterism sold to us by Silicon Valley. This book turns to steampunk's quirky temporalities to embrace diverse genealogies of the digital humanities and to unite their methodologies with nineteenth-century literature and media archaeology. The result is nineteenth-century digital humanities, a retrofuturist approach in which readings of steampunk novels like William Gibson and Bruce Sterling's The Difference Engine and Ken Liu's The Grace of Kings collide with nineteenth-century technological histories like Charles Babbage's use of the difference engine to enhance worker productivity and Isabella Bird's spirit photography of alternate history China. Along the way, Steampunk and Nineteenth-Century Digital Humanities considers steampunk as a public form of digital humanities scholarship and activism, examining projects like Kinetic Steam Works's reconstruction of Henri Giffard's 1852 steam-powered airship, Jake von Slatt's use of James Wimshurst's 1880 designs to create an electric influence machine, and the queer steampunk activism of fans appearing at conventions around the globe. Steampunk as a digital humanities practice of repurposing reacts to the growing sense of multiple non-human temporalities mediating our human histories: microtemporal electricities flowing through our computer circuits, mechanical oscillations marking our work days, geological stratifications and cosmic drifts extending time into the millions and billions of years. Excavating the entangled, anachronistic layers of steampunk practice from video games like Bioshock Infinite to marine trash floating off the shore of Los Angeles and repurposed by media artist Claudio Garzón into steampunk submarines, Steampunk and Nineteenth-Century Digital Humanities uncovers the various technological temporalities and multicultural retrofutures illuminating many alternate histories of the digital humanities.




Steaming Into a Victorian Future


Book Description

This collection of essays explores the social and cultural aspects of steampunk, examining the various manifestations of this multi-faceted genre, in order to better understand the steampunk sub-culture and its effect on--and interrelationship with--popular culture and the wider society.




Imaginary Worlds


Book Description

In this work, the author contends that we should create a comparative framework for the study of imaginary worlds in the social sciences. Making use of extended examples from both science fiction and fantasy fiction, as well as the living movement of steampunk, the reader is invited to an argument about how best to define imaginary worlds and approach them as social locations for qualitative research. It is suggested in this volume that increasing economic and existential forms of alienation fuel the contemporary surge of participation in imaginary worlds (from gaming worlds to young adult novels) and impel a search for more humane forms of social and cultural organization. Suggestions are made about the usefulness of imaginary worlds to social scientists as places for both testing out theoretical formulations and as tools for teaching in our classrooms.




Writing Fantasy & Science Fiction


Book Description

Do you envision celestial cities in distant, fantastic worlds? Do you dream of mythical beasts and gallant quests in exotic kingdoms? If you have ever wanted to write the next great fantasy or science fiction story, this all-in-one comprehensive book will show you how. Writing Fantasy & Science Fiction is full of advice from master authors offering definitive instructions on world building, character creation, and storytelling in the many styles and possibilities available to writers of speculative fiction. Combining two Writer's Digest classics, Orson Scott Card's How to Write Science Fiction & Fantasy and The Writer's Complete Fantasy Reference, along with two new selections from award-winning science fiction and fantasy authors Philip Athans and Jay Lake, this new book provides the best of all worlds. You'll discover: • How to build, populate, and dramatize fantastic new worlds. • How to develop dynamic and meaningful themes that will expand the cannon of sci-fi and fantasy storytelling. • Exciting subgenres such as steampunk, as well as new developments in the sci-fi and fantasy genres. • How to imbue your tales with historically accurate information about world cultures, legends, folklore, and religions. • Detailed descriptions of magic rituals, fantastic weapons of war, clothing and armor, and otherworldly beasts such as orcs, giants, elves, and more. • How societies, villages, and castles were constructed and operate on a day-to-day basis. • Astounding methods of interstellar travel, the rules of starflight, and the realities and myths of scientific exploration. • How to generate new ideas and graft them to the most popular themes and plot devices in sci-fi and fantasy writing. The boundaries of your imagination are infinite, but to create credible and thrilling fiction, you must ground your stories in rules, facts, and accurate ideas. Writing Fantasy & Science Fiction will guide you through the complex and compelling universe of fantasy and science fiction writing and help you unleash your stories on the next generation of readers and fans.