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Archive for 'culture'

Book A Month Challenge: read a book about time

January 3, 2008

Pink clockThe Book A Month Challenge theme for January is time, an excellent choice that should be easy to connect with “books on the mind.” I think the hard part will be picking out one book to read! I’d especially like to find a good book on subjective time experience, or maybe something in the anthropology of time, comparing time experiences across cultures. Here are some possibilities:

Or, already in my library waiting to be read (sometime!):

Here’s a “LibraryThing tagmash” on time, mind

and one on time, anthropology

Comments (1) - Book A Month Challenge,culture,mind,reading,reality

New book: ‘Artscience,’ plus related works

January 2, 2008

ArtscienceSpotted at the bookstore: Artscience: Creativity in the Post-Google Generation by Dave Edwards. “David Edwards describes how contemporary creators achieve breakthroughs in the arts and sciences by developing their ideas in an intermediate zone of human creativity where neither art nor science is easily defined.”

The beginning of the book has a nice list of related works…..

David Edwards and Jay Cantor also have a forthcoming novel, Niche (Idea Translation Lab Series)

Comments (1) - culture,new books

G is for Games

December 8, 2007

[Continuing an occasional ‘mind alphabet’ series. I recently came across several things dealing with virtual worlds, not exactly games, but related…]

  • Mitch Kapor spoke at Berkeley’s I School about Second Life (podcast). Kapor believes that virtual worlds such as Second Life will become the next big “disruptive innovation” on a par with the personal computer and the Internet (topics of his two earlier talks in the series). Currently virtual worlds are in the early adopter stage, according to Kapor, comparable to the early “DOS era” of PCs.

Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live–both in fantasy worlds and in the real one.

Some books related to games, further exploring the philosophical, psychological or cultural implications:

Ever get the feeling that life’s a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field–where we get ahead on our strengths or not at all.

Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one’s score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.

  • Everything Bad is Good for You by Steven Berlin Johnson: “In this provocative, intelligent, and convincing endorsement of today’s mass entertainment, national bestselling author Steven Johnson argues that the pop culture we soak in every day-from “The Lord of the Rings” to “Grand Theft Auto” to “The Simpsons”-has been growing more and more sophisticated and, far from rotting our brains, is actually posing new cognitive challenges that are making our minds measurably sharper.”

In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. “Nonsense,” says the sensible Bernard Suits: “playing a game is a voluntary attempt to overcome unnecessary obstacles.” The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia.

There are at least two kinds of games. One could be called finite, the other infinite.

A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.

Comments (0) - alphabet,culture,mind

More on pop culture + philosophy

December 6, 2007

Following up the recent post here on “Philosophy and TV” … “Pop Goes Philosophy” is a monthly column at PopMatters from George Reisch, the editor of the Popular Culture and Philosophy Series at Open Court. Discussing the relationship between philosophy and popular culture in his latest column (in response to an article in the Chronicle of Higher Education), Reisch concludes:

When philosophy went pop and the doors of the ivory tower were thrown open, in other words, the point was not to lure the public inside. Some may wander in, of course, and find they like that “extremely self-reflexive relationship” Asma describes. But the vast majority hope that philosophers will take the chance to get outside, to look up from their intense focus on their own tradition and take seriously what’s going on in popular culture.

Open Court also has a podcast series drawn from the various “… and Philosophy” books. I can’t wait to download some of these, with titles like: “Knowing When to Be Afraid: Rationality and Suspense” (from Hitchcock and Philosophy) and “Why Make a Matrix? And Why You Might Be in One” (from More Matrix and Philosophy).

Comments (0) - culture

Philosophy and TV

December 4, 2007

Turning on the MindIn France they watch philosophers talk on TV – as discussed in a recent book called Turning On the Mind: French Philosophers on Television by Tamara Chaplin (found through this blog post, see also publishers’ website)

By the end of the twentieth century, more than 3,500 programs dealing with philosophy and its practitioners—including Bachelard, Badiou, Foucault, Lyotard, and Lévy—had aired on French television. According to Tamara Chaplin, this enduring commitment to bringing the most abstract and least visual of disciplines to the French public challenges our very assumptions about the incompatibility of elite culture and mass media. Indeed, it belies the conviction that television is inevitably anti-intellectual and the quintessential archenemy of the book.

The Simpsons and PhilosophyMeanwhile in the US we take the opposite approach, issuing a spate of pop-culture-related “…and philosophy” books (such as The Simpsons and Philosophy: The D’oh! of Homer), as recently discussed in Philosophy Now.

Comments (2) - culture,new books