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"Black Mirror is a cultural phenomenon. It is a creative and sometimes shocking examination of modern society and the improbable consequences of technological progress. The episodes - typically set in an alternative present, or the near future - usually have a dark and satirical twist that provokes intense question both of the self and society at large. These kind of philosophical provocations are at the very heart of the show. Philosophical reflections on Black Mirror draws upon thinkers such as Friedrich Nietzsche, Pierre Hadot and Michel Foucault to uncover how Black Mirror acts as 'philosophical television' questioning human morality and humanity's vulnerability when faced with the inexorable advance of technology"--
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Black Mirror es una distopía televisiva que pone al espectador contra las cuerdas, lo destrona de su confortable sillón y le obliga a tomar conciencia del asfixiante futuro digital que le espera; y siempre con la angustia latente de que pueda acontecer algo inesperado ante el porvenir. Episodio tras episodio, este retablo narrativo se convierte en «el Libro de Job» del homo tecnologicus, solo que en este caso Dios no parece responder. En estas páginas, académicos de distintas disciplinas se confabulan para re-visitar la teleserie y darnos pistas que nos permitan ahondar un poco más en nuestro mundo, tanto el presente como el que está por venir.
Television serials --- Internet --- Programa de televisión. --- Internet. --- Medio social. --- Social aspects. --- Black mirror (Television program) --- Reino Unido.
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"This critical examination of two dystopian television series-Black Mirror and Electric Dreams-focuses on pop culture depictions of technology and its impact on human existence. Representations of a wide range of modern and futuristic technologies are explored, from early portrayals of artificial intelligence (Rossum's Universal Robots, 1921) to digital consciousness transference as envisioned in Black Mirror's "San Junipero." These representations reflect societal anxieties about unfettered technological development and how a world infused with invasive artificial intelligence might redefine life and death, power and control. The impact of social media platforms is considered in the contexts of modern-day communication and political manipulation."
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Long description: Black Mirror, Fargo, True Detective und American Horror Story gehören zu den meistdiskutierten Serienproduktionen der letzten zehn Jahre. So unterschiedlich die Serien sind: Sie eint eine Gattungsbezeichnung, die sich als Selbstbeschreibung im Marketing der Produktionen sowie in den Besprechungen der Kommentatorinnen und Kommentatoren etabliert hat: Anthologieserie. Die Beiträge des Sammelbands setzen es sich zum Ziel, dem Anthologischen im Seriellen systematisch nachzugehen, um den Begriff im geisteswissenschaftlichen Diskurs zu profilieren. Dabei fragen die Beiträge nach den medialen Bedingungen, wie etwa den Zusammenhängen und Unterschieden von Sammlung und Reihe, von literarischen und fernsehseriellen Anthologien, sowie nach der Herkunft und den Funktionen des Begriffs. Gleichermaßen werden spezifische Erzähllogiken der Fortsetzung und Schließung sowie den daraus entstehenden Kohärenzmomenten von Anthologieserien in den Blick genommen. Damit wird gezeigt, dass der Begriff mehr ist als ein geschicktes Branding von Seiten der Produktionsstudios. Er stellt vielmehr eine operationalisierbare und analytisch belastbare Kategorie dar, die in die wissenschaftliche Untersuchung von Anthologieserien einfließen sollte.
Tatort --- Branding --- narrative --- Filmisches Erzählen --- True Detective --- Fargo --- Tales from the Crypt --- American Horror Story --- Black Mirror --- Philip K. Dick’s Electric Dreams --- Filmmarketing --- Love, Death &Robots --- American horror story (Television program)
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Black mirror --- Critique et interprétation. --- Science fiction television programs --- Thrillers (Television programs) --- Dystopian television programs --- Information technology --- Communication --- History and criticism. --- Technological innovations --- Social aspects. --- Black mirror (Television program) --- Science fiction television programs - Great Britain - History and criticism. --- Thrillers (Television programs) - Great Britain - History and criticism. --- Dystopian television programs - Great Britain - History and criticism. --- Information technology - Technological innovations - Social aspects. --- Communication - Technological innovations - Social aspects.
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Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of playVideo games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest.Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an "Asiatic" space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do--seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.
transpacific. --- camp. --- affect. --- Wendy Chun. --- Violence. --- Video games. --- Technology. --- Techno-paranoia. --- Roleplay. --- Roland Barthes. --- Queer. --- Play. --- Michele Foucault. --- Michel Foucault. --- Japan. --- Foucault. --- Far Cry. --- Eve Sedgwick. --- Digital. --- Critical theory. --- Black mirror. --- Auteur. --- Asiatic. --- Asian American. --- Asia. --- Alien. --- Alien. --- Asia. --- Asian American. --- Asiatic. --- Auteur. --- Black mirror. --- Critical theory. --- Digital. --- Eve Sedgwick. --- Far Cry. --- Foucault. --- Japan. --- Michel Foucault. --- Michele Foucault. --- Play. --- Queer. --- Roland Barthes. --- Roleplay. --- Techno-paranoia. --- Technology. --- Video games. --- Violence. --- Wendy Chun. --- affect. --- camp. --- transpacific.
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Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of playVideo games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest.Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an "Asiatic" space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do--seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.
transpacific. --- camp. --- affect. --- Wendy Chun. --- Violence. --- Video games. --- Technology. --- Techno-paranoia. --- Roleplay. --- Roland Barthes. --- Queer. --- Play. --- Michele Foucault. --- Michel Foucault. --- Japan. --- Foucault. --- Far Cry. --- Eve Sedgwick. --- Digital. --- Critical theory. --- Black mirror. --- Auteur. --- Asiatic. --- Asian American. --- Asia. --- Alien. --- Alien. --- Asia. --- Asian American. --- Asiatic. --- Auteur. --- Black mirror. --- Critical theory. --- Digital. --- Eve Sedgwick. --- Far Cry. --- Foucault. --- Japan. --- Michel Foucault. --- Michele Foucault. --- Play. --- Queer. --- Roland Barthes. --- Roleplay. --- Techno-paranoia. --- Technology. --- Video games. --- Violence. --- Wendy Chun. --- affect. --- camp. --- transpacific.
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In Singular Creatures Mark Kingwell plumbs the depths of cultural and political meaning in the apparent transition to posthuman life. Can humans and their own creations co-exist in a cyberflesh world, or is a struggle for superiority inevitable? Singular Creatures is an attempt at sketching the field before any deadly battle is joined.
Artificial intelligence. --- Human beings --- Technology --- Philosophy. --- AI. --- Alien. --- Alienation. --- Allegory. --- Anxiety. --- Artifacts. --- Artificial Intelligence. --- Biological. --- Black Mirror. --- Blade Runner. --- Entities. --- Ex Machina. --- Fear. --- Frankenstein. --- Her. --- Intelligent. --- Karel Capek. --- Life. --- Lifeform. --- Monster. --- Overlord. --- Political. --- Posthuman. --- RUR. --- Robot. --- Rossums Universal. --- Singularity. --- Star. --- Subjugates. --- Superior. --- Technology. --- Terminator. --- Trek. --- Worker. --- consciousness. --- consumption. --- cultural. --- cyberflesh. --- dreams. --- forced labour. --- golem. --- happiness. --- hopes. --- humans. --- machines. --- non-human. --- production. --- purpose. --- real. --- revolt. --- sentient. --- speculative. --- violence.
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