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Cyber-Marx : cycles and circuits of struggle in high-technology capitalism
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ISBN: 0252067959 0252024796 9780252067952 Year: 1999 Publisher: Champaign, IL : University of Illinois Press,


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Cyber-proletariat : global labour in the digital vortex
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ISBN: 9780745334035 9780745334042 9781771132213 9781783712786 9781771132237 9781783712809 9781783712793 9781771132220 1771132213 0745334040 0745334032 Year: 2015 Publisher: London Pluto Press

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"This book examines how technology facilitates growing polarisation between wealthy elites and precarious workers. Nick Dyer-Witheford reveals the class domination behind everything from expanding online surveillance to intensifying robotisation. At the same time, he explores the possibilities that information technology offers within radical movements, recasting contemporary struggles in the blue glow of the computer screen."--Back cover


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Games of empire : global capitalism and video games
Authors: ---
ISBN: 9780816666102 9780816666119 Year: 2009 Publisher: Minneapolis, Minn. University of Minnesota Press


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Games of empire : global capitalism and video games
Authors: ---
ISBN: 081667051X Year: 2009 Publisher: Minneapolis : University of Minnesota Press,

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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

Digital play : the interaction of technology, culture, and marketing
Authors: --- ---
ISBN: 0773525432 0773525912 9786612861161 1282861166 077357106X 9780773571068 Year: 2005 Publisher: Montreal : McGill-Queen's University Press,

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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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Inhuman power
Authors: --- ---
ISBN: 178680395X 9781786803955 9781786803962 1786803968 9780745338613 9780745338606 0745338607 9780745338606 Year: 2019 Publisher: London


Multi
Fluid Screens, Expanded Cinema
Authors: --- --- --- --- --- et al.
ISBN: 9781442684355 9780802096449 0802096441 Year: 2019 Publisher: Toronto, Ont. University of Toronto Press

Utopian Pedagogy : Radical Experiments Against Neoliberal Globalization

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