a legendary review

In ↵omega legend I argued that the infestation of the zombie-genre by the ↵cyberpunk discourse is a further mosaic-tile in showing that said discourse gathers more and more momentum. In this Richard Matheson’s novel ‘I am Legend’ (1954) is a keystone, a pivotal point, if you will. At ↑iamlegendarchive I just stumbled upon the very ↑first review of ‘I am Legend,’ published in the same month as the book itself. It contains quite some water on my mills: Most rewarding of 1954′s new novels this month is Richard Matheson’s ‘I Am Legend’ (Gold Medal, 25¢), an extraordinary book which manages … Continue reading

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what is hidden?

zeph’s pop culture quiz #40 As we have approached some kind of jubilee with #40 of zeph’s pop culture quiz, here is a special one, a double feature, two riddles in one. A man facing away from us, a woman’s head in the foreground. In the scene depicted: What does the man try to hide from the woman present? The aficionados among you may well solve that question in an instant. So, now for the hard one. Partially hidden behind the man’s head there’s a poster on the wall. Which movie is advertised by the poster?     Just leave … Continue reading

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science fiction debt

Jo Walton’s ↑The Best Science Fiction Ideas in any Non-Fiction Ever: David Graeber’s Debt: The First Five Thousand Years has some nice ideas about why so many science fiction readers and writers are fascinated by ↵anthropologist David Graeber’s book ‘Debt’ (2011): One of the problems with writing science fiction and fantasy is creating truly different societies. We tend to change things but keep other things at societal defaults. It’s really easy to see this in older SF, where we have moved on from those societal defaults and can thus laugh at seeing people in the future behaving like people in … Continue reading

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fistful of quarters

Joshua Bearman’s article ‘↓The perfect game‘ (2008) since years slumbers on my HDD—luckily it’s still available online for everybody. Testimony to the amazing zen-like perfect-flow achievable in high-end arcade gaming. Additionally there are two magnificent documentaries on the subject: ‘The King of Kong: Fistful of Quarters’ (Gordon 2007) and ‘Chasing Ghosts: Beyond the Arcade’ (Ruchti 2007). Here are the trailers and what ↑filmcritic‘s ↑Anthony Burch has to say on the two documentaries:  the king of kong  Put this one at the top of your “Must Watch Now” list. Like, right now. Beyond functioning as an entertaining if somewhat shallow look … Continue reading

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ambiguity, oscillation, disorder

Online life is usually held to present particular problems for ethnography as it is hidden and ambiguous, and boundaries are not clear. However, ethnography and online daily life are similar procedures in which people go about constructing ‘culture’ to make sense of others and interact with a degree of predictability. Ethnographers can learn about culture and society by learning how people themselves go about understanding and making those processes. We further, do not have to expect that the reality we describe will be completely ordered, even though the simplifications of constructing ‘culture’ might make this seem inevitable. Disorder can be … Continue reading

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cyberculture as discourse

After elaborating on methodological concerns and before delving into detailed analysis of the representational politics in selected cyberpop examples, it is important to situate the objects of this book in their cultural context. Chapter 2 is an overview of several key concepts in the network of discourses and practices that constitute cyberculture and, by extension, its popular media productions. Describing cyberculture as a discursive formation (inspired by theories of Michel Foucault (Archeology) helpfully clarifies how the key concepts that emerge repeatedly in cyberpop operate as a network or conceptual architecture linking technologies to individual subjects, identities, and digital lifestyles. In … Continue reading

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playing with videogames

[abstract:] Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive ‘shadow’ economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged.     Playing with Videogames offers the reader a comprehensive understanding of … Continue reading

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magic kingdom pilgrimage

[abstract:] This essay explores the proposition that Walt Disney World is an amusement park whose form is borrowed from the pilgrimage center. Bateson, Norbeck, and Turner have shown that play and ritual together comprise a metaprocess of expressive behavior rooted in our mammalian past. Substantively both traditional pilgrimage centers, especially Mecca, and Walt Disney World are analyzed in terms of shared activities, symbols displayed, myths evoked, and tripartite time-space processes of rites of passage. The Magic Kingdom is shown to be a giant limen ritual threshold, which symbolically replicates the baroque capital. To go there is to engage in transcendent … Continue reading

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cues in cyberspace

[abstract:] Although the relative paucity of social cues in computer-mediated communication poses problems of the organization of social relations in cyberspace, recent studies have begun to focus on the ways in whicht this deficit is managed. This article contributes to this research by addressing the question of how participants distinguish between contexts in online discourse. Data on cues, and on naming practices in particular, in text-based virtual realities called MOOs illustrate the structure of contexts and the dynamics of contextualizing communication and interaction in cyberspace. JACOBSON, DAVID. 1996. Contexts and cues in cyberspace: the pragmatics of naming in text-based virtual … Continue reading

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