Technoculture and Critical Theory


Book Description

The author explores the work of major thinkers and cultural movements that have grappled with the complex relationship between technology, politics and culture. Subjects such as the Internet, cloning, warfare, fascism and Virtual Reality are placed within a broad theoretical context which explores how humanity might, through technology, establish a more ethical relationship with the world. Examining the philosophy of writers such as Heidegger, Benjamin, Lyotard, Virilio, and Zizek, and cultural movements such as Italian Futurism, this book marks a timely intervention in critical theory debates. The broad scope of the book will be of vital interest to those in the fields of philosophy, critical theory, cultural studies, politics and communications.




Technoculture and Critical Theory


Book Description

The author explores the work of major thinkers and cultural movements that have grappled with the complex relationship between technology, politics and culture. Subjects such as the Internet, cloning, warfare, fascism and Virtual Reality are placed within a broad theoretical context which explores how humanity might, through technology, establish a more ethical relationship with the world. Examining the philosophy of writers such as Heidegger, Benjamin, Lyotard, Virilio, and Zizek, and cultural movements such as Italian Futurism, this book marks a timely intervention in critical theory debates. The broad scope of the book will be of vital interest to those in the fields of philosophy, critical theory, cultural studies, politics and communications.




Distributed Blackness


Book Description

Winner, 2021 Harry Shaw and Katrina Hazzard-Donald Award for Outstanding Work in African-American Popular Culture Studies, given by the Popular Culture Association Winner, 2021 Nancy Baym Annual Book Award, given by the Association of Internet Researchers An explanation of the digital practices of the black Internet From BlackPlanet to #BlackGirlMagic, Distributed Blackness places blackness at the very center of internet culture. André Brock Jr. claims issues of race and ethnicity as inextricable from and formative of contemporary digital culture in the United States. Distributed Blackness analyzes a host of platforms and practices (from Black Twitter to Instagram, YouTube, and app development) to trace how digital media have reconfigured the meanings and performances of African American identity. Brock moves beyond widely circulated deficit models of respectability, bringing together discourse analysis with a close reading of technological interfaces to develop nuanced arguments about how “blackness” gets worked out in various technological domains. As Brock demonstrates, there’s nothing niche or subcultural about expressions of blackness on social media: internet use and practice now set the terms for what constitutes normative participation. Drawing on critical race theory, linguistics, rhetoric, information studies, and science and technology studies, Brock tabs between black-dominated technologies, websites, and social media to build a set of black beliefs about technology. In explaining black relationships with and alongside technology, Brock centers the unique joy and sense of community in being black online now.




Technoculture


Book Description

We live in a world where science and technology shape the global economy and everyday culture, where new biotechnologies are changing what we eat and how we can reproduce, and where email, mobiles and the internet have revolutionised the ways we communicate with each other and engage with the world outside us.Technoculture: The Key Concepts explores the power of scientific ideas, their impact on how we understand the natural world and how successive technological developments have influenced our attitudes to work, art, space, language and the human body. Throughout, the lively discussion of ideas is illustrated with provocative case studies - from biotech foods to life-support systems, from the Walkman and iPod to sex and cloning, from video games to military hardware. Designed to be both provocative and instructive, Technoculture: The Key Concepts outlines the place of science and technology in today's culture.




Critical Cyberculture Studies


Book Description

This work indexes the literature of the German Early and High Middle Ages according to geographical location. Separate articles investigate the major literary centers - such as Fulda, Regensburg, and Braunschweig. The compilation illustrates both the regional concentrations and interconnections of the period, providing for the first time a compact reference work for regional literary historiography.




Transforming Technology


Book Description

Thoroughly revised, this new edition of Critical Theory of Technology rethinks the relationships between technology, rationality, and democracy, arguing that the degradation of labor--as well as of many environmental, educational, and political systems--is rooted in the social values that preside over technological development. It contains materials on political theory, but the emphasis has shifted to reflect a growing interest in the fields of technology and cultural studies.




Embodying Technesis


Book Description

Presents a radical revision of our understanding of the technological




Publicity's Secret


Book Description

Introduction: communicative capitalism : the ideological matrix -- Publicity's secret -- Conspiracy's desire -- Little brothers -- Celebrity's drive -- Conclusion : neo-democracy.




Games of Empire


Book Description

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.




Critical Vices


Book Description

First published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.