In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported…
The Polish writer Stanislaw Lem is best known to English-speaking readers as the author of the 1961 science fiction novel Solaris, adapted into a meditative film by Andrei Tarkovsky in 1972 and remade in 2002 by Steven Soderbergh. Throughout his wr…
Media history is millions, even billions, of years old. That is the premise of this pioneering and provocative book, which argues that to adequately understand contemporary media culture we must set out from material realities that precede media the…
In the popular imagination, archives are remote, largely obsolete institutions: either antiquated, inevitably dusty libraries or sinister repositories of personal secrets maintained by police states. Yet the archive is now a ubiquitous feature of di…
Sensors are everywhere. Small, flexible, economical, and computationally powerful, they operate ubiquitously in environments. They compile massive amounts of data, including information about air, water, and climate. Never before has such a volume o…
Digital objects, in their simplest form, are data. They are also a new kind of industrial object that pervades every aspect of our life today-as online videos, images, text files, e-mails, blog posts, Facebook events.Yet, despite their ubiquity, the…
Poised between hope and despair for a humanity facing an urgent communication crisis, this work by Vilem Flusser forecasts either the first truly human, infinitely creative society in history or a society of unbearable, oppressive sameness, locked i…
An ethically-based approach to human relations for the media age. Otherness, alterity, the alien--over the course of the past fifty years many of us have based our hopes for more ethical relationships on concepts of difference. Combining philosophy,…
Tactical media describes interventionist media art practices that engage and critique the dominant political and economic order. Rather than taking to the streets and staging spectacular protests, the practitioners of tactical media engage in an aes…
Disturbances of cultural memory-screen memories, false recognitions, premonitions-disrupt the comfort zone of memorial culture: strictly speaking, deja vu is neither a failure of memory nor a form of forgetting. Krapp's analysis of such disturbances…
As biotechnology defines the new millennium, genetic codes and computer codes increasingly merge-life understood as data, flesh rendered programmable. Where this trend will take us, and what it might mean, is what concerns Eugene Thacker in this tim…
A novel way of looking at information challenges longstanding dogmas-from a preeminent German thinker It is widely agreed that we live in an "information age," but what exactly is information? This small, seemingly facile question is in fact surpris…
Networks and computer-mediated communication now penetrate the spaces of everyday life at a fundamental level. We communicate, work, bank, date, check the weather, and fuel conspiracy theories online. In each instance, users interact with network te…
To err is human; to err in digital culture is design. In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive to surmount, Peter Krapp identifies creative reservoirs of computer-mediated interaction. Throughout n…
A complete history and theory of internet daemons brings these little-known-but very consequential-programs into the spotlight We're used to talking about how tech giants like Google, Facebook, and Amazon rule the internet, but what about daemons? U…
Bruce Nauman has been a force in the art world since the early 1960s with his challenging audio and video installations, photographic art, neon art, and sculptures. However, until now there has been surprisingly little sustained critical analysis of…
In this intellectually groundbreaking work, Timothy Murray investigates a paradox embodied in the book's title: What is the relationship between digital, in the form of new media art, and baroque, a highly developed early modern philosophy of art? M…
In a world increasingly dominated by the digital, the critical response to digital art generally ranges from hype to counterhype. Popular writing about specific artworks seldom goes beyond promoting a given piece and explaining how it operates, whil…
A bold new theory of cyberwar argues that militarized hacking is best understood as a form of deconstruction From shadowy attempts to steal state secrets to the explosive destruction of Iranian centrifuges, cyberwar has been a vital part of statecra…
While corporations, governmental groups, and public relations firms debated the best way to memorialize the event of 9/11, sites of commemoration could be seen across the country and especially on the Internet. Greg Ulmer suggests that this reality…
This is an eclectic and surprising study documenting the diversification of witnessing. While corporations, governmental groups, and public relations firms debated the best way to memorialize the event of 9/11, sites of commemoration could be seen a…
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stra…
For the past few hundred years, Western cultures have relied on print. When writing was accomplished by a quill pen, inkpot, and paper, it was easy to imagine that writing was nothing more than a means by which writers could transfer their thoughts…
Mixed Realism is about how we interact with media. Timothy J. Welsh shows how videogames, like novels, both promise and trouble experiences of "immersion." His innovative methodology offers a new understanding of the expanding role of virtuality in…
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 ar…
Markus Krajewski is emerging as a leading scholar in the field of media archaeology, which seeks to trace cultural history through the media networks that enable and structure it. In World Projects he opens a new portal into the history of globaliza…
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand th…
Since its inception, narratology has developed primarily as an investigation of literary narrative fiction. Linguists, folklorists, psychologists, and sociologists have expanded the inquiry toward oral storytelling, but narratology remains primarily…
Lori Emerson examines how interfaces-from today's multitouch devices to yesterday's desktops, from typewriters to Emily Dickinson's self-bound fascicle volumes-mediate between writer and text as well as between writer and reader. Following the thre…
"The Exploit is that rare thing: a book with a clear grasp of how networks operate that also understands the political implications of this emerging form of power. It cuts through the nonsense about how 'free' and 'democratic' networks supposedly ar…
Just what is the "participatory condition"? It is the situation in which taking part in something with others has become both environmental and normative. The fact that we have always participated does not mean we have always lived under the partici…
Videogames! Aren't they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part…
"Every reading is, strictly speaking, unrepeatable; something in it, of it, will vary. Recollections of reading accumulate in relation to this iterable specificity; each takes its predecessors as its foundation, each inflects them with its backward-…
In the sciences, the merits and ramifications of open access-the electronic publishing model that gives readers free, irrevocable, worldwide, and perpetual access to research-have been vigorously debated. Open access is now increasingly proposed as…
Vilem Flusser (1920-1991) has long been known and celebrated in Europe and Brazil primarily as a media theorist. Only recently have other facets of his accomplishments come to light, clearly establishing Flusser as a key thinker. An accessible and t…
In 1905, a young Jewish immigrant from Luxembourg founded an electrical supply shop in New York. This inventor, writer, and publisher Hugo Gernsback would later become famous for launching the first science fiction magazine, Amazing Stories, in 1926…
Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the…
Since the game Tomb Raider was first released in 1996, its protagonist Lara Croft has become an international celebrity. The virtual archaeologist-adventuress has been featured in various sequels to the original game, a line of action figures, two H…
Database Aesthetics examines the database as cultural and aesthetic form, explaining how artists have participated in network culture by creating data art. The essays in this collection look at how an aesthetic emerges when artists use the vast amou…
One of our most exciting thinkers explores the look and feel of our cultural moment. In the twenty-first century, a network society is emerging. Fragmented, visually saturated, characterized by rapid technological change and constant social upheaval…
A new exploration of how digital media assert the relevance of dance in a wired world How has the Internet changed dance? Dance performances can now be seen anywhere, can be looped endlessly at user whim, and can integrate crowds in unprecedented wa…
In Does Writing Have a Future?, a remarkably perceptive work first published in German in 1987, Vilem Flusser asks what will happen to thought and communication as written communication gives way, inevitably, to digital expression. In his introducti…
The digital world profoundly shapes how we work and consume and also how we play, socialize, create identities, and engage in politics and civic life. Indeed, we are so enmeshed in digital networks-from social media to cell phones-that it is hard t…
In the nineties, neoliberalism simultaneously provided the context for the Internet's rapid uptake in the United States and discouraged public conversations about racial politics. At the same time many scholars lauded the widespread use of text-driv…
In Hypertext and the Female Imaginary, Jaishree K. Odin reveals how media that use hypertextual strategies of narrative fragmentation provocatively engage questions of gender or cultural difference. Odin addresses hypertext on two levels: as an arti…
This book correlates Italian and European modernism with early wireless technology. Wireless technology has become deeply embedded in everyday life, but its impact cannot be fully understood without probing the contributions of the Italian inventor…
Significantly advancing our notion of what constitutes a network, Philip Armstrong proposes a rethinking of political public space that specifically separates networks from the current popular discussion of globalization and information technology.…
The definition of technology has remained largely unquestioned. This work redresses this gap in thinking about technology, examining the shifting relations of technology, art, and culture from the beginnings of modernity to contemporary technocultur…