Uncovering the class conflicts, geopolitical dynamics, and aggressive capitalism propelling the militarization of the internet
Global surveillance, computational propaganda, online espionage, virtual recruiting, massive data breaches, hacked nuclear centrifuges and power grids—concerns about cyberwar have been mounting, rising to a fever pitch after the alleged Russian hacking of the U.S. presidential election and the Cambridge Analytica scandal. Although cyberwar is widely discussed, few accounts undertake a deep, critical view of its roots and consequences.
Analyzing the new militarization of the internet, Cyberwar and Revolution argues that digital warfare is not a bug in the logic of global capitalism but rather a feature of its chaotic, disorderly unconscious. Urgently confronting the concept of cyberwar through the lens of both Marxist critical theory and psychoanalysis, Nick Dyer-Witheford and Svitlana Matviyenko provide a wide-ranging examination of the class conflicts and geopolitical dynamics propelling war across digital networks.
Investigating the subjectivities that cyberwar mobilizes, exploits, and bewilders, and revealing how it permeates the fabric of everyday life and implicates us all in its design, this book also highlights the critical importance of the emergent resistance to this digital militarism—hacktivism, digital worker dissent, and off-the-grid activism—for effecting different, better futures.
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 media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.
Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.
Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
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