Beyond Computopia

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Beyond Computopia

First published in 1988. The author’s purpose in writing this book is neither to offer any specific lessons from Japan's experience, nor to add to the warnings of the 'Japanese menace' to western technological hegemony. The aim and perspective of this book is to use the study of Japan as a means of outlining a theory of information society which will be radically different, from the ideas put forward by most Japanese theorists of the subject.
Greedy Science

On the transformative role of greed in global science and technology during the 1980s. In the 1980s, a transformative era emerged where profit-driven motives and an entrepreneurial spirit dominated scientific research and technological innovation. This collection of essays, edited by Michael D. Gordin and W. Patrick McCray, examines how greed reshaped the global scientific community through the relentless pursuit of money, fame, and celebrity. Profiting off science and technology was not a new phenomenon, nor were the soaring ambitions of some of its most fervent advocates. However, the global currents of knowledge production in the 1980s saw major cultural and scientific shifts: the increasing frequency of university patenting, the rise of academic entrepreneurship, and collaborations between industries and academia, for example. Greedy Science seeks to survey and understand the full range of these changes. Through insightful essays, contributors examine case studies ranging from the biotech boom—driven by early oil-firm investments—to the speculative market strategies in personal computing and alternative energy. This period saw the rise of the celebrity status of scientists and raised questions about the moral complexities of scientific greed. The authors argue that greed was an ever-present and expansive trait of science during this time, encompassing a host of behaviors such as covetousness, acquisitiveness, rapaciousness, and conspicuous consumption. Greedy Science provides a nuanced analysis of how market dynamics and the quest for personal gain profoundly influenced scientific advancements and public perception during a pivotal decade in science and technology.
Digital Play

Author: Stephen Kline
language: en
Publisher: McGill-Queen's Press - MQUP
Release Date: 2003
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.