'insanely readable...an instant classic for everyone who wants to understand not just games but our reality itself.' Slavoj Zizek Ideology and the Virtual City is an exploration of modern society and the critical value of popular culture. It combines a prescient social theory that describes how ‘neoliberal’ ideology in today’s societies dominates our economic, political and cultural ideals, with an entertaining exploration of narratives, characters and play structures in some of today’s most interesting videogames. The book takes readers into a range of simulated urban environments that symbolise the hidden antagonisms of social life and create outlandish resolutions through their power fantasies. Interactive entertainment can help us understand the ways in which people relate to a modern ‘common sense’ neoliberal background, in terms of absorbing assumptions, and questioning them.
Consciousness and the Neoliberal Subject outlines a theory of ideological function and a range of ideological positions according to which individuals rationalise and accept socio-economic conditions in advanced consumer capitalist societies. Through a critical examination of the social and psychoanalytic theories of Herbert Marcuse, Fredric Jameson, and Slavoj Žižek, the author extends the understanding of ideology to consider not only the unconscious attachment to social relations, but also the importance of conscious rationalisation in sustaining ideologies. In this way, the book defines different ideologies today in terms of the manner in which they conditionally internalise a dominant neoliberal rationality, and considers the possibility that entrenched social norms may be challenged directly, through conscious engagement. It will appeal to scholars of social and political theory with interests in ideology, neoliberalism, psychoanalytic thought and critical theory.
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
The renowned activist’s lectures on Cold War foreign policy delivered in Nicaragua during the US-backed war against the Sandinista government. One of Noam Chomsky's most accessible books, On Power and Ideology is a product of his 1986 visit to Managua, Nicaragua, for a lecture series at Universidad Centroamericana. Delivered at the height of US involvement in the Nicaraguan civil war, this succinct series of lectures lays out the parameters of Noam Chomsky's foreign policy analysis. The book consists of five lectures on US international and security policy. The first two lectures examine the persistent and largely homogenous features of US foreign policy, and overall framework of order. The third discusses Central America and its foreign policy pattern. The fourth looks at US national security and the arms race. And the fifth examines US domestic policy. These five talks, conveyed directly to the people bearing the brunt of devastating US foreign policy, make historic and exciting reading.
An attempt to understand the contemporary city at a moment when globalisation has exploded its scale beyond our grasp. Abandoning topography,ideology, representation, and context, the authors resort to pure data to discover what agenda for architecture and urbanism a numerical approach could provoke.--Provided by publisher.
A contentious, deeply moving ode to friendship, love, and urban life in the spirit of Fierce Attachments A memoir of self-discovery and the dilemma of connection in our time, The Odd Woman and the City explores the rhythms, chance encounters, and ever-changing friendships of urban life that forge the sensibility of a fiercely independent woman who has lived out her conflicts, not her fantasies, in a city (New York) that has done the same. Running steadily through the book is Vivian Gornick's exchange of more than twenty years with Leonard, a gay man who is sophisticated about his own unhappiness, whose friendship has "shed more light on the mysterious nature of ordinary human relations than has any other intimacy" she has known. The exchange between Gornick and Leonard acts as a Greek chorus to the main action of the narrator's continual engagement on the street with grocers, derelicts, and doormen; people on the bus, cross-dressers on the corner, and acquaintances by the handful. In Leonard she sees herself reflected plain; out on the street she makes sense of what she sees. Written as a narrative collage that includes meditative pieces on the making of a modern feminist, the role of the flaneur in urban literature, and the evolution of friendship over the past two centuries, The Odd Woman and the City beautifully bookends Gornick's acclaimed Fierce Attachments, in which we first encountered her rich relationship with the ultimate metropolis.
The essays deal with developments during the period from the liquidation of the Judean state to the conquests of Alexander the Great. This was a critical time in the Near East and the Mediterranean world in general. It marked the end of the great Semitic empires until the rise of Islam in the seventh century A.D.,decisive changes in religion, with appeal to a creator-deity in Deutero-Isaiah, Babylonian Marduk cult, and Zoroastrianism.For the survivors of the Babylonian conquest in a post-collapse society the issue of continuity, with different groups claiming continuity with the past and possession of the traditions, there developed a situation favourable to the emergence of sects. The most pressing question, however, was what to do faced with the overwhelming power of empire, first Babylonian, then Persian. Finally, with the extinction of the native dynasty and the entire apparatus of a nation-state, the temple became the focus and emblem of group identity.
Written in a lively and accessible style, Antiquity Now opens our gaze to the myriad uses and abuses of classical antiquity in contemporary fiction, film, comics, drama, television - and even internet forums. With every chapter focusing on a different aspect of classical reception - including sexuality, politics, gender and ethnicity - this book explores the ideological motivations behind contemporary American allusions to the classical world. Ultimately, this kaleidoscope of receptions - from calls for marriage equality to examinations of gang violence to passionate pleas for peace (or war) - reveals a 'classical antiquity' that reconfigures itself daily, as modernity explains itself to itself through ever-expanding technologies and media. Antiquity Now thus examines the often-surprising redeployment of the art and literature of the ancient world, a geography charged with especial value in the contemporary imagination.
This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760
Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say "Ouch!" when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them "physically" within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the "body without organs."