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Business cycles --- Capitalism --- High technology industries --- Information technology --- Socialism --- Technological innovations --- #SBIB:316.21H22 --- Marxism --- Social democracy --- Socialist movements --- Collectivism --- Anarchism --- Communism --- Critical theory --- Industries --- Market economy --- Economics --- Profit --- Capital --- Economic cycles --- Economic fluctuations --- Cycles --- Economic aspects --- Theoretische sociologie: neo-Marxisten --- Technologie de l'information --- Aspect économique. --- INDUSTRIES DE POINTE --- INNOVATIONS --- CAPITALISME --- SOCIALISME --- CYCLES ECONOMIQUES --- ASPECT ECONOMIQUE
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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
Social stratification --- Sociology of work --- Information technology --- Electronic industry workers --- Digital divide --- Computers --- Social aspects --- Social conditions
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Sociology of culture --- Mass communications --- Capitalism --- Imperialism --- Video games --- 82:62 --- Television games --- Videogames --- Electronic games --- Colonialism --- Empires --- Expansion (United States politics) --- Neocolonialism --- Political science --- Anti-imperialist movements --- Caesarism --- Chauvinism and jingoism --- Militarism --- 82:62 Literatuur en technologie --- Literatuur en technologie --- Social aspects --- Economic aspects --- Computer games --- Internet games --- Games
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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
Video games --- Capitalism --- Imperialism --- Social aspects. --- Economic aspects.
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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.
Video games --- Economic aspects. --- Social aspects. --- Electronic games industry --- Electronic games --- Social aspects --- E-books --- Electronic books. --- Electronic games -- Social aspects. --- Electronic games industry. --- Industries --- Recreation & Sports --- Business & Economics --- Social Sciences --- Television games --- Videogames --- Economic aspects --- Electronic toys --- Games --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Computer games industry --- Internet games industry --- Video game industry --- Video games industry.
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Artificial intelligence --- Marxian economics. --- Marxist economics --- Communism --- Schools of economics --- Socialism --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Economic aspects.
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Art --- Cinéma. --- Digital media. --- Interactive multimedia. --- Motion pictures. --- Multimédias interactifs. --- Médias numériques. --- Technologie et arts. --- Technology and the arts. --- Motion pictures --- Cinéma --- Médias numériques --- Multimédias interactifs --- Technologie et arts --- Aesthetics --- Esthétique
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