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Mondo Nano: Spaß und Spiele in der Welt der digitalen Materie von Colin Milburn: gebraucht-

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Mondo Nano: Fun and Games in the World of Digital Matter by Colin Milburn: Used
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Book Title
Mondo Nano: Fun and Games in the World of Digital Matter
Publication Date
2015-04-06
Pages
424
ISBN
9780822357438
Publication Name
Mondo Nano : Fun and Games in the World of Digital Matter
Item Length
9in
Publisher
Duke University Press
Series
Experimental Futures Ser.
Publication Year
2015
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.6in
Author
Colin Milburn
Item Width
6in
Item Weight
20.5 Oz
Number of Pages
424 Pages

Über dieses Produkt

Product Information

Colin Milburn examines how nanotechnology research has developed in relation to video games, allowing for the creation of new technologies that enable the transformation of scientific speculation and video game fantasy into reality.

Product Identifiers

Publisher
Duke University Press
ISBN-10
0822357437
ISBN-13
9780822357438
eBay Product ID (ePID)
202476902

Product Key Features

Author
Colin Milburn
Publication Name
Mondo Nano : Fun and Games in the World of Digital Matter
Format
Trade Paperback
Language
English
Series
Experimental Futures Ser.
Publication Year
2015
Type
Textbook
Number of Pages
424 Pages

Dimensions

Item Length
9in
Item Height
0.6in
Item Width
6in
Item Weight
20.5 Oz

Additional Product Features

Lc Classification Number
Gv1201.34.M55 2015
Reviews
Milburn's profession isn't about judging the truth of nanotechnological hypotheses; it is about teasing out their technoscientific origins and effects. ... Readers bearing that in mind will find Mondo Nano a thoroughly researched, thought provoking read that offers many points to ponder. . . ., Mondo Nano 's range is comprehensive and impressive: from nanotechnology that mimics video games to the nanotechnological bases of Second Life , from 'queering' nanotechnology video games to comic books. Colin Milburn has put his finger on an important topic and moment, creating an important merging of media and science and technology studies. There are moments of sheer brilliance here., Offering a compelling theory of how nano discourse pervasively structures our experience of the world, Mondo Nano firmly establishes Colin Milburn as one of the most important critics of technoculture. Exploring the conflation of labor and play across research, entertainment, and educational sites, this volume sets an agenda for studying, as he puts it, 'the ways in which our recreational pleasures are made into bankable commodities, corporate securities, and militarized appliances.' An essential read., Sure enough, by the end of Mondo Nan o, the connection between games and nanotechnology becomes so obvious, so pervasive, and so ubiquitous that one wonders how it was possible that we did not see it earlier. Needless to say, this is exactly how a really compelling argument works, and the elegance with which Milburn maps the terrain only adds graceful transparency to his discussion. . . . Mondo Nano is cultural scholarship at its very best, and it sets the bar very high for similar projects., For readers interested in how emerging technologies are realized, this book provides a rich portrayal of nanotechnology's potential being apprehended and embodied virtually, fictionally, and actually through play. . . . This book comes as a refreshing response to 'gamification' literature, which tends to focus on how games can be extended to solve problems., "[ Mondo Nano ] offers a clear demonstration of how the methods, dispositions and goals of nanotechnology often converge with video game development and culture. ... Milburn argues convincingly that video games let us try out different visions of the future, and better understand the present, from the nanoscale up."    , Required reading for anyone working in the digital humanities, media studies, or in the transdisciplinary spaces of science and literature, Milburn's book models several different literary approaches to digital objects., ... Mondo Nano is a radical reading journey that can take us deeply and critically into nanotech culture and inspire new modes of scholarship and pedagogy., Mondo Nano revisits, in a new frame, the classic questions of technological media studies initially considered by scholars like Benjamin: not whether the images have value as art or commerce, but more fundamentally, how do we enter into the worlds these intensively mediated images present? . . . Milburn takes those familiar questions seriously by seriously thinking about play. . . . Mondo Nano is itself designed as a game that playfully goes awry, mixing categories, subjecting science fact to science fiction history, speaking truth to power by reading cartoons of weaponized bodies rather than the actual super soldiers who remain a twinkle in their inventors' phallic, futural gaze., Mondo Nano revisits, in a new frame, the classic questions of technological media studies initially considered by scholars like [Walter] Benjamin: not whether the images have value as art or commerce, but more fundamentally, how do we enter into the worlds these intensively mediated images present? . . . Milburn takes those familiar questions seriously by seriously thinking about play. . . . Mondo Nano is itself designed as a game that playfully goes awry, mixing categories, subjecting science fact to science fiction history, speaking truth to power by reading cartoons of weaponized bodies rather than the actual super soldiers who remain a twinkle in their inventors' phallic, futural gaze.
Table of Content
Press Start 1 Just for Fun 7 Digital Matters 39 Tempest in a Teapot 77 Massively Multiplayer Laboratories 108 Weapons-Grade Cartoons 135 Have Nanosuit--Will Travel 173 Nanopolitanisms 201 My Little Avatar 236 Game Over--Play Again? 293 Acknowledgments 301 Notes 305 Bibliography 349 Index 399
Copyright Date
2015
Topic
Nanoscience, Social Aspects, Social Aspects / General, General, Nanotechnology & Mems, Video & Electronic
Lccn
2014-031332
Dewey Decimal
794.8
Intended Audience
Scholarly & Professional
Dewey Edition
23
Illustrated
Yes
Genre
Computers, Technology & Engineering, Games & Activities, Science

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