front cover of Made to Break
Made to Break
Technology and Obsolescence in America
Giles Slade
Harvard University Press, 2007

Listen to a short interview with Giles SladeHost: Chris Gondek | Producer: Heron & Crane

If you've replaced a computer lately--or a cell phone, a camera, a television--chances are, the old one still worked. And chances are even greater that the latest model won't last as long as the one it replaced. Welcome to the world of planned obsolescence--a business model, a way of life, and a uniquely American invention that this eye-opening book explores from its beginnings to its perilous implications for the very near future.

Made to Break is a history of twentieth-century technology as seen through the prism of obsolescence. America invented everything that is now disposable, Giles Slade tells us, and he explains how disposability was in fact a necessary condition for America's rejection of tradition and our acceptance of change and impermanence. His book shows us the ideas behind obsolescence at work in such American milestones as the inventions of branding, packaging, and advertising; the contest for market dominance between GM and Ford; the struggle for a national communications network, the development of electronic technologies--and with it the avalanche of electronic consumer waste that will overwhelm America's landfills and poison its water within the coming decade.

History reserves a privileged place for those societies that built things to last--forever, if possible. What place will it hold for a society addicted to consumption--a whole culture made to break? This book gives us a detailed and harrowing picture of how, by choosing to support ever-shorter product lives we may well be shortening the future of our way of life as well.

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front cover of Mainstreaming Gays
Mainstreaming Gays
Critical Convergences of Queer Media, Fan Cultures, and Commercial Television
Eve Ng
Rutgers University Press, 2023
Mainstreaming Gays discusses a key transitional period linking the eras of legacy and streaming, analyzing how queer production and interaction that had earlier occurred outside the mainstream was transformed by multiple converging trends: the emergence of digital media, the rising influence of fan cultures, and increasing interest in LGBTQ content within commercial media. The U.S. networks Bravo and Logo broke new ground in the early 2000s and 2010s with their channel programming, as well as bringing in a new cohort of LGBTQ digital content creators, providing unprecedented opportunities for independent queer producers, and hosting distinctive spaces for queer interaction online centered on pop culture and politics rather than dating. These developments constituted the ground from which recent developments for LGBTQ content and queer sociality online have emerged. Mainstreaming Gays is critical reading for those interested in media production, fandom, subcultures, and LGBTQ digital media.
 
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Metagaming
Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames
Stephanie Boluk
University of Minnesota Press, 2017

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 stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.

Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.

One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.

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Mondo Nano
Fun and Games in the World of Digital Matter
Colin Milburn
Duke University Press, 2015
In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.
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front cover of MOOCs and Their Afterlives
MOOCs and Their Afterlives
Experiments in Scale and Access in Higher Education
Edited by Elizabeth Losh
University of Chicago Press, 2017
A trio of headlines in the Chronicle of Higher Education seem to say it all: in 2013, “A Bold Move Toward MOOCs Sends Shock Waves;” in 2014, “Doubts About MOOCs Continue to Rise,” and in 2015, “The MOOC Hype Fades.” At the beginning of the 2010s, MOOCs, or Massive Open Online Courses, seemed poised to completely revolutionize higher education. But now, just a few years into the revolution, educators’ enthusiasm seems to have cooled. As advocates and critics try to make sense of the rise and fall of these courses, both groups are united by one question: Where do we go from here?

Elizabeth Losh has gathered experts from across disciplines—education, rhetoric, philosophy, literary studies, history, computer science, and journalism—to tease out lessons and chart a course into the future of open, online education. Instructors talk about what worked and what didn’t. Students share their experiences as participants. And scholars consider the ethics of this education. The collection goes beyond MOOCs to cover variants such as hybrid or blended courses, SPOCs (Small Personalized Online Courses), and DOCCs (Distributed Open Collaborative Course). Together, these essays provide a unique, even-handed look at the MOOC movement and will serve as a thoughtful guide to those shaping the next steps for open education.
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Moralizing Technology
Understanding and Designing the Morality of Things
Peter-Paul Verbeek
University of Chicago Press, 2011
Technology permeates nearly every aspect of our daily lives. Cars enable us to travel long distances, mobile phones help us to communicate, and medical devices make it possible to detect and cure diseases. But these aids to existence are not simply neutral instruments: they give shape to what we do and how we experience the world. And because technology plays such an active role in shaping our daily actions and decisions, it is crucial, Peter-Paul Verbeek argues, that we consider the moral dimension of technology.
 
Moralizing Technology offers exactly that: an in-depth study of the ethical dilemmas and moral issues surrounding the interaction of humans and technology. Drawing from Heidegger and Foucault, as well as from philosophers of technology such as Don Ihde and Bruno Latour, Peter-Paul Verbeek locates morality not just in the human users of technology but in the interaction between us and our machines. Verbeek cites concrete examples, including some from his own life, and compellingly argues for the morality of things. Rich and multifaceted, and sure to be controversial, Moralizing Technology will force us all to consider the virtue of new inventions and to rethink the rightness of the products we use every day.
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front cover of The Myth of Artificial Intelligence
The Myth of Artificial Intelligence
Why Computers Can’t Think the Way We Do
Erik J. Larson
Harvard University Press, 2021

“Exposes the vast gap between the actual science underlying AI and the dramatic claims being made for it.”
—John Horgan


“If you want to know about AI, read this book…It shows how a supposedly futuristic reverence for Artificial Intelligence retards progress when it denigrates our most irreplaceable resource for any future progress: our own human intelligence.”
—Peter Thiel

Ever since Alan Turing, AI enthusiasts have equated artificial intelligence with human intelligence. A computer scientist working at the forefront of natural language processing, Erik Larson takes us on a tour of the landscape of AI to reveal why this is a profound mistake.

AI works on inductive reasoning, crunching data sets to predict outcomes. But humans don’t correlate data sets. We make conjectures, informed by context and experience. And we haven’t a clue how to program that kind of intuitive reasoning, which lies at the heart of common sense. Futurists insist AI will soon eclipse the capacities of the most gifted mind, but Larson shows how far we are from superintelligence—and what it would take to get there.

“Larson worries that we’re making two mistakes at once, defining human intelligence down while overestimating what AI is likely to achieve…Another concern is learned passivity: our tendency to assume that AI will solve problems and our failure, as a result, to cultivate human ingenuity.”
—David A. Shaywitz, Wall Street Journal

“A convincing case that artificial general intelligence—machine-based intelligence that matches our own—is beyond the capacity of algorithmic machine learning because there is a mismatch between how humans and machines know what they know.”
—Sue Halpern, New York Review of Books

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