Creating the Intellectual redefines how we understand relations between intellectuals and the Chinese socialist revolution of the last century. Under the Chinese Communist Party, “the intellectual” was first and foremost a widening classification of individuals based on Marxist thought. The party turned revolutionaries and otherwise ordinary people into subjects identified as usable but untrustworthy intellectuals, an identification that profoundly affected patterns of domination, interaction, and rupture within the revolutionary enterprise. Drawing on a wide range of data, Eddy U takes the reader on a journey that examines political discourses, revolutionary strategies, rural activities, urban registrations, workplace arrangements, organized protests, and theater productions. He lays out in colorful detail the formation of new identities, forms of organization, and associations in Chinese society. The outcome is a compelling picture of the mutual constitution of the intellectual and the Chinese socialist revolution, the legacy of which still affects ways of seeing, thinking, acting, and feeling in what is now a globalized China.
Toward a Living Architecture? examines the emerging field of generative architecture and its nexus with computation, biology, and complexity. Based on Christina Cogdell’s field research in architecture studios and biological labs, this book critiques generative architecture by evaluating its scientific rhetoric and disjunction from actual scientific theory and practice, definitively explaining the role of the natural sciences within contemporary architecture.
In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
Rich connections between gaming and theater stretch back to the 16th and 17th centuries, when England's first commercial theaters appeared right next door to gaming houses and blood-sport arenas. In the first book-length exploration of gaming in the early modern period, Gina Bloom shows that theaters succeeded in London's new entertainment marketplace largely because watching a play and playing a game were similar experiences. Audiences did not just see a play; they were encouraged to play the play, and knowledge of gaming helped them become better theatergoers. Examining dramas written for these theaters alongside evidence of analog games popular then and today, Bloom argues for games as theatrical media and theater as an interactive gaming technology.Gaming the Stage also introduces a new archive for game studies: scenes of onstage gaming, which appear at climactic moments in dramatic literature. Bloom reveals plays to be systems of information for theater spectators: games of withholding, divulging, speculating, and wagering on knowledge. Her book breaks new ground through examinations of plays such as The Tempest, Arden of Faversham, A Woman Killed with Kindness, and A Game at Chess; the histories of familiar games such as cards, backgammon, and chess; less familiar ones, like Game of the Goose; and even a mixed-reality theater videogame.