Open World

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An Open World

Author: Rebecca Lissner
language: en
Publisher: Yale University Press
Release Date: 2020-09-15
Two foreign policy experts chart a new American grand strategy to meet the greatest geopolitical challenges of the coming decade This ambitious and incisive book presents a new vision for American foreign policy and international order at a time of historic upheaval. The United States’ global leadership crisis is not a passing shock created by the Trump presidency or COVID-19, but the product of forces that will endure for decades. Amidst political polarization, technological transformation, and major global power shifts, Lissner and Rapp-Hooper convincingly argue, only a grand strategy of openness can protect American security and prosperity despite diminished national strength. Disciplined and forward-looking, an openness strategy would counter authoritarian competitors by preventing the emergence of closed spheres of influence, maintaining access to the global commons, supporting democracies without promoting regime change, and preserving economic interdependence. The authors provide a roadmap for the next president, who must rebuild strength at home while preparing for novel forms of international competition. Lucid, trenchant, and practical, An Open World is an essential guide to the future of geopolitics.
The Open World MANIFESTO

Author: V. Alexander STEFAN
language: en
Publisher: Stefan University Press
Release Date: 2009-12-21
V. Alexander STEFAN The Open World MANIFESTO Novus Ordo Scientifico-Technologicus. QUALB Coeptis New Order Scientific-Technological. QUALB Cooperates CONTENTS BOOK 1 SCIENCE AND TECHNOLOGY: A New Earth and a New Atlantis Universe: Our Very Own 393 BOOK 2 HUMAN BEINGS; OUR ID-NUMBERS; OUR CONSCIOUSNESS of TIME 558 BOOK 3 FREEDOM, DEMOCRACY, and PLURALISM: The Dawning of the Terrestrial Civilization 618 BOOK 4 THE AGE OF EDUCATION: CREATIVE EDUCATION versus DRILL EDUCATION 699 BOOK 5 HUMAN BEING and QUALB the GIVER, the SUPREME BEING: Science/Technology and Religion 754
Open World Empire

Author: Christopher B. Patterson
language: en
Publisher: NYU Press
Release Date: 2020-04-14
Finalist, 2021 John Hope Franklin Prize, given by the American Studies Association Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest. Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.