front cover of Gamer Theory
Gamer Theory
McKenzie Wark
Harvard University Press, 2007

Listen to a short interview with McKenzie WarkHost: Chris Gondek | Producer: Heron & Crane

Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field--where we get ahead on our strengths or not at all.

Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.

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Gaming
Essays On Algorithmic Culture
Alexander R. Galloway
University of Minnesota Press, 2006
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 video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices.

In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.

Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.

Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.

Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.
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The Geek's Chihuahua
Living with Apple
Ian Bogost
University of Minnesota Press, 2015

At dinnertime: check. At a traffic light: check. In bed at the end of the day: check. In line at the coffee shop: check. In The Geek’s Chihuahua, Ian Bogost addresses the modern love affair of “living with Apple” during the height of the company’s market influence and technology dominance. 

The ubiquitous iPhone and its kin saturate our lives, changing everything from our communication to our posture. Bogost contrasts the values of Apple’s massive success in the twenty-first century with those of its rise in the twentieth. And he connects living with Apple with the phenomenon of “hyperemployment”—the constant overwork of today’s technological life that all of us now experience. Bogost also reflects on the new potential function—as well as anxiety and anguish—of devices like the Apple Watch. We are tethered to our devices, and, as Bogost says: that’s just life—anxious, overworked, and utterly networked life. 

Forerunners: Ideas First is a thought-in-process series of breakthrough digital publications. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.


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Genesis Redux
Essays in the History and Philosophy of Artificial Life
Edited by Jessica Riskin
University of Chicago Press, 2007

Since antiquity, philosophers and engineers have tried to take life’s measure by reproducing it. Aiming to reenact Creation, at least in part, these experimenters have hoped to understand the links between body and spirit, matter and mind, mechanism and consciousness. Genesis Redux examines moments from this centuries-long experimental tradition: efforts to simulate life in machinery, to synthesize life out of material parts, and to understand living beings by comparison with inanimate mechanisms.

Jessica Riskin collects seventeen essays from distinguished scholars in several fields. These studies offer an unexpected and far-reaching result: attempts to create artificial life have rarely been driven by an impulse to reduce life and mind to machinery.  On the contrary, designers of synthetic creatures have generally assumed a role for something nonmechanical. The history of artificial life is thus also a history of theories of soul and intellect.

Taking a historical approach to a modern quandary, Genesis Redux is essential reading for historians and philosophers of science and technology, scientists and engineers working in artificial life and intelligence, and anyone engaged in evaluating these world-changing projects.

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Get in the Game
An Interactive Introduction to Sports Analytics
Tim Chartier
University of Chicago Press, 2022
An award-winning math popularizer, who has advised the US Olympic Committee, NFL, and NBA, offers sports fans a new way to understand truly improbable feats in their favorite games.
 
In 2013, NBA point guard Steph Curry wowed crowds when he sunk 11 out of 13 three-pointers for a game total of 54 points—only seven other players, including Michael Jordan and Kobe Bryant, had scored more in a game at Madison Square Garden. Four years later, the University of Connecticut women’s basketball team won its hundredth straight game, defeating South Carolina 66–55. And in 2010, one forecaster—an octopus named Paul—correctly predicted the outcome of all of Germany’s matches in the FIFA World Cup. These are surprising events—but are they truly improbable?
 
In Get in the Game, mathematician and sports analytics expert Tim Chartier helps us answer that question—condensing complex mathematics down to coin tosses and dice throws to give readers both an introduction to statistics and a new way to enjoy sporting events. With these accessible tools, Chartier leads us through modeling experiments that develop our intuitive sense of the improbable. For example, to see how likely you are to beat Curry’s three-pointer feat, consider his 45.3 percent three-point shooting average in 2012–13. Take a coin and assume heads is making the shot (slightly better than Curry at a fifty percent chance). Can you imagine getting heads eleven out of thirteen times? With engaging exercises and fun, comic book–style illustrations by Ansley Earle, Chartier’s book encourages all readers—including those who have never encountered formal statistics or data simulations, or even heard of sports analytics, but who enjoy watching sports—to get in the game.
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Getting to Yes with China in Cyberspace
Scott Warren Harold
RAND Corporation, 2016
This study explores U.S. policy options for managing cyberspace relations with China via agreements and norms of behavior. It considers two questions: Can negotiations lead to meaningful agreement on norms? If so, what does each side need to be prepared to exchange in order to achieve an acceptable outcome? This analysis should interest those concerned with U.S.-China relations and with developing norms of conduct in cyberspace.
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Global Digital Cultures
Perspectives from South Asia
Aswin Punathambekar and Sriram Mohan, Editors
University of Michigan Press, 2019
Digital media histories are part of a global network, and South Asia is a key nexus in shaping the trajectory of digital media in the twenty-first century. Digital platforms like Facebook, WhatsApp, and others are deeply embedded in the daily lives of millions of people around the world, shaping how people engage with others as kin, as citizens, and as consumers. Moving away from Anglo-American and strictly national frameworks, the essays in this book explore the intersections of local, national, regional, and global forces that shape contemporary digital culture(s) in regions like South Asia: the rise of digital and mobile media technologies, the ongoing transformation of established media industries, and emergent forms of digital media practice and use that are reconfiguring sociocultural, political, and economic terrains across the Indian subcontinent. From massive state-driven digital identity projects and YouTube censorship to Tinder and dating culture, from Twitter and primetime television to Facebook and political rumors, Global Digital Cultures focuses on enduring concerns of representation, identity, and power while grappling with algorithmic curation and data-driven processes of production, circulation, and consumption.

 
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Google and the Myth of Universal Knowledge
A View from Europe
Jean-Noël Jeanneney
University of Chicago Press, 2006

The recent announcement that Google will digitize the holdings of several major libraries sent shock waves through the book industry and academe. Google presented this digital repository as a first step towards a long-dreamed-of universal library, but skeptics were quick to raise a number of concerns about the potential for copyright infringement and unanticipated effects on the business of research and publishing. 

Jean-Noël Jeanneney, president of France’s Bibliothèque Nationale, here takes aim at what he sees as a far more troubling aspect of Google’s Library Project: its potential to misrepresent—and even damage—the world’s cultural heritage. In this impassioned work, Jeanneney argues that Google’s unsystematic digitization of books from a few partner libraries and its reliance on works written mostly in English constitute acts of selection that can only extend the dominance of American culture abroad. This danger is made evident by a Google book search the author discusses here—one run on Hugo, Cervantes, Dante, and Goethe that resulted in just one non-English edition, and a German translation of Hugo at that. An archive that can so easily slight the masters of European literature—and whose development is driven by commercial interests—cannot provide the foundation for a universal library. 

As a leading librarian, Jeanneney remains enthusiastic about the archival potential of the Web. But he argues that the short-term thinking characterized by Google’s digital repository must be countered by long-term planning on the part of cultural and governmental institutions worldwide—a serious effort to create a truly comprehensive library, one based on the politics of inclusion and multiculturalism. 

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Graphesis
Visual Forms of Knowledge Production
Johanna Drucker
Harvard University Press, 2014

In our current screen-saturated culture, we take in more information through visual means than at any point in history. The computers and smart phones that constantly flood us with images do more than simply convey information. They structure our relationship to information through graphical formats. Learning to interpret how visual forms not only present but produce knowledge, says Johanna Drucker, has become an essential contemporary skill.

Graphesis provides a descriptive critical language for the analysis of graphical knowledge. In an interdisciplinary study fusing digital humanities with media studies and graphic design history, Drucker outlines the principles by which visual formats organize meaningful content. Among the most significant of these formats is the graphical user interface (GUI)—the dominant feature of the screens of nearly all consumer electronic devices. Because so much of our personal and professional lives is mediated through visual interfaces, it is important to start thinking critically about how they shape knowledge, our behavior, and even our identity.

Information graphics bear tell-tale signs of the disciplines in which they originated: statistics, business, and the empirical sciences. Drucker makes the case for studying visuality from a humanistic perspective, exploring how graphic languages can serve fields where qualitative judgments take priority over quantitative statements of fact. Graphesis offers a new epistemology of the ways we process information, embracing the full potential of visual forms and formats of knowledge production.

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Graphical Programming Using LabVIEW™
Fundamentals and advanced techniques
Julio César Rodríguez-Quiñonez
The Institution of Engineering and Technology, 2022
In this book, the authors focus on efficient ways to program instrumentation and automation systems using LabVIEW™, a system design platform and development environment commonly used for data acquisition, instrument control, and industrial automation on a variety of operating systems.
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Guide to Data Centre Power Systems
The Institution of Engineering and Technology
The Institution of Engineering and Technology, 2022
Data centres are at the heart of our modern-day digital infrastructure. Our use of and reliance on data is only set to grow and therefore data centres will also have to grow in number and size with improved reliability, resilience and efficiency.
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A Guide to MATLAB® Object-Oriented Programming
Andy H. Register
The Institution of Engineering and Technology, 2007
A Guide to MATLAB® Object-Oriented Programming is the first book to deliver broad coverage of the documented and undocumented object-oriented features of MATLAB®. Unlike the typical approach of other resources, this guide explains why each feature is important, demonstrates how each feature is used, and promotes an understanding of the interactions between features.
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Guide to Smart Homes for Electrical Installers
The Institution of Engineering and Technology
The Institution of Engineering and Technology, 2021
Anecdotal evidence suggests that it's often the latest trendy product that is currently driving homeowners to investigate smart home technologies. These products are not all plug and play and installing them may require input from competent electrical installers.
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