Zakiyyah Iman Jackson
- Published in print:
- 2020
- Published Online:
- January 2021
- ISBN:
- 9781479890040
- eISBN:
- 9781479834556
- Item type:
- book
- Publisher:
- NYU Press
- DOI:
- 10.18574/nyu/9781479890040.001.0001
- Subject:
- Society and Culture, Cultural Studies
Becoming Human: Matter and Meaning in an Antiblack World demonstrates that the history of racialized gender and maternity, specifically antiblackness, is indispensable to future thought on matter, ...
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Becoming Human: Matter and Meaning in an Antiblack World demonstrates that the history of racialized gender and maternity, specifically antiblackness, is indispensable to future thought on matter, materiality, animality, and posthumanism. Rather than applying a pre-given philosophical framework to literature and visual culture, Becoming Human provides a model for reading African diasporic literature and visual art for the philosophical premises, interventions, and implications of these forms and traditions. Becoming Human argues that African diasporic cultural production does not coalesce into a unified tradition that merely seeks inclusion into the dominant conception of “the human” but, rather, frequently alters the meaning and significance of being (human) and engages in imaginative practices of worlding from the perspective of a history of blackness’s bestialization and thingification: the process of imagining a black person as an empty vessel, a nonbeing, a nothing, an ontological zero, coupled with the violent imposition of colonial myths and racial hierarchy. In complementary but highly distinct ways, the literary and visual texts in Becoming Human articulate being (human) in a manner that neither relies on animal denigration nor reestablishes liberal humanism as the authority on being (human). What emerges from this questioning is a radically unruly sense of being/knowing/feeling existence, one that necessarily ruptures the foundations of the current hegemonic mode of “the human.”Less
Becoming Human: Matter and Meaning in an Antiblack World demonstrates that the history of racialized gender and maternity, specifically antiblackness, is indispensable to future thought on matter, materiality, animality, and posthumanism. Rather than applying a pre-given philosophical framework to literature and visual culture, Becoming Human provides a model for reading African diasporic literature and visual art for the philosophical premises, interventions, and implications of these forms and traditions. Becoming Human argues that African diasporic cultural production does not coalesce into a unified tradition that merely seeks inclusion into the dominant conception of “the human” but, rather, frequently alters the meaning and significance of being (human) and engages in imaginative practices of worlding from the perspective of a history of blackness’s bestialization and thingification: the process of imagining a black person as an empty vessel, a nonbeing, a nothing, an ontological zero, coupled with the violent imposition of colonial myths and racial hierarchy. In complementary but highly distinct ways, the literary and visual texts in Becoming Human articulate being (human) in a manner that neither relies on animal denigration nor reestablishes liberal humanism as the authority on being (human). What emerges from this questioning is a radically unruly sense of being/knowing/feeling existence, one that necessarily ruptures the foundations of the current hegemonic mode of “the human.”
Amanda Phillips
- Published in print:
- 2020
- Published Online:
- January 2021
- ISBN:
- 9781479870103
- eISBN:
- 9781479806522
- Item type:
- book
- Publisher:
- NYU Press
- DOI:
- 10.18574/nyu/9781479870103.001.0001
- Subject:
- Society and Culture, Media Studies
Gamers have been in trouble as long as games have existed, constantly mired in controversies about violence, diversity, and online harassment. As our popular understanding of “gamer” shifts beyond ...
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Gamers have been in trouble as long as games have existed, constantly mired in controversies about violence, diversity, and online harassment. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. This book excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that gender, race, and sexuality operate in their technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal, Bayonetta, Tomb Raider, and Mass Effect, Phillips adds necessary analytical tools to our conversations about video games. In the context of a political landscape in which reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.Less
Gamers have been in trouble as long as games have existed, constantly mired in controversies about violence, diversity, and online harassment. As our popular understanding of “gamer” shifts beyond its historical construction as a white, straight, adolescent, cisgender male, the troubles that emerge both confirm and challenge our understanding of identity politics. This book excavates the turbulent relationships between surface and depth in contemporary gaming culture, taking readers under the hood of the mechanisms of video games in order to understand the ways that gender, race, and sexuality operate in their technological, ludic, ideological, and social systems. By centering the insights of queer and women of color feminisms in readings of online harassment campaigns, industry animation practices, and popular video games like Portal, Bayonetta, Tomb Raider, and Mass Effect, Phillips adds necessary analytical tools to our conversations about video games. In the context of a political landscape in which reinvigorated forms of racism, sexism, and homophobia thrive in games and gaming communities, Phillips follows the lead of those who have been making good trouble all along, agitating for a better world.
Amanda C. Cote
- Published in print:
- 2020
- Published Online:
- January 2021
- ISBN:
- 9781479838523
- eISBN:
- 9781479802210
- Item type:
- book
- Publisher:
- NYU Press
- DOI:
- 10.18574/nyu/9781479838523.001.0001
- Subject:
- Society and Culture, Media Studies
In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine ...
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In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence means in terms of power and gender equality. Media studies scholar Amanda C. Cote first turns to video game magazines to assess how longstanding expectations for “gamers” are shifting, how this provokes anxiety in traditional audiences, and how these players resist change, at times employing harassment and sexism to drive out new audience members. She follows this analysis by interviewing female players, to see how their experiences have been affected by games’ changing environment. Interviewees reveal many persistent barriers to full participation in gaming, including overtly and implicitly sexist elements within texts, gaming audiences, and the industry. At the same time, participants have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. Thus, Gaming Sexism reveals extensive, persistent problems in achieving gender equality in gaming. However, it also demonstrates the power of a motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces—and culture more broadly—can themselves be gamed and overcome.Less
In 2012, video gaming culture saw an interesting, paradoxical divergence. On one hand, game journalists and trade organizations testified that gaming had significantly diversified from its masculine roots, with women comprising nearly half of all gamers. On the other hand, gaming spaces witnessed increasing, public incidents of sexism and misogyny. Gaming Sexism analyzes the video game industry and its players to explain the roots of these contradictory narratives, how they coexist, and what their divergence means in terms of power and gender equality. Media studies scholar Amanda C. Cote first turns to video game magazines to assess how longstanding expectations for “gamers” are shifting, how this provokes anxiety in traditional audiences, and how these players resist change, at times employing harassment and sexism to drive out new audience members. She follows this analysis by interviewing female players, to see how their experiences have been affected by games’ changing environment. Interviewees reveal many persistent barriers to full participation in gaming, including overtly and implicitly sexist elements within texts, gaming audiences, and the industry. At the same time, participants have developed nuanced strategies for managing their exclusion, pursuing positive gaming experiences, and competing with men on their own turf. Thus, Gaming Sexism reveals extensive, persistent problems in achieving gender equality in gaming. However, it also demonstrates the power of a motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces—and culture more broadly—can themselves be gamed and overcome.
Christopher B. Patterson
- Published in print:
- 2020
- Published Online:
- January 2021
- ISBN:
- 9781479802043
- eISBN:
- 9781479886029
- Item type:
- book
- Publisher:
- NYU Press
- DOI:
- 10.18574/nyu/9781479802043.001.0001
- Subject:
- Society and Culture, Media Studies
Video games vastly outpace all other entertainment media in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products, yet their very ...
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Video games vastly outpace all other entertainment media in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products, yet 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 them, video games have become the main artistic expression of empire today and thus form an understanding for how war and imperial violence proceed under the signs of openness, transparency, and digital utopia. To understand games as such, this book uses Asian American critiques to discusses games as Asian-inflected commodities, with their hardware assembled in Asia, their most talented e-sports players of Asian origin, and most of their genres formed by Asian companies (Nintendo, Sony, Sega). 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, reminiscent of the works of Roland Barthes, Michel Foucault, and Eve Sedgwick. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against the open world empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments, with grave attention to how games allow us to tell our own stories about ourselves.Less
Video games vastly outpace all other entertainment media in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products, yet 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 them, video games have become the main artistic expression of empire today and thus form an understanding for how war and imperial violence proceed under the signs of openness, transparency, and digital utopia. To understand games as such, this book uses Asian American critiques to discusses games as Asian-inflected commodities, with their hardware assembled in Asia, their most talented e-sports players of Asian origin, and most of their genres formed by Asian companies (Nintendo, Sony, Sega). 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, reminiscent of the works of Roland Barthes, Michel Foucault, and Eve Sedgwick. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against the open world empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments, with grave attention to how games allow us to tell our own stories about ourselves.
Sun-ha Hong
- Published in print:
- 2020
- Published Online:
- January 2021
- ISBN:
- 9781479860234
- eISBN:
- 9781479855759
- Item type:
- book
- Publisher:
- NYU Press
- DOI:
- 10.18574/nyu/9781479860234.001.0001
- Subject:
- Society and Culture, Technology and Society
What counts as knowledge in the age of big data and smart machines? Technologies of datafication renew the long modern promise of turning bodies into facts. They seek to take human intentions, ...
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What counts as knowledge in the age of big data and smart machines? Technologies of datafication renew the long modern promise of turning bodies into facts. They seek to take human intentions, emotions, and behavior and to turn these messy realities into discrete and stable truths. But in pursuing better knowledge, technology is reshaping in its image what counts as knowledge. The push for algorithmic certainty sets loose an expansive array of incomplete archives, speculative judgments, and simulated futures. Too often, data generates speculation as much as it does information. Technologies of Speculation traces this twisted symbiosis of knowledge and uncertainty in emerging state and self-surveillance technologies. It tells the story of vast dragnet systems constructed to predict the next terrorist and of how familiar forms of prejudice seep into the data by the back door. In software placeholders, such as “Mohammed Badguy,” the fantasy of pure data collides with the old specter of national purity. It shows how smart machines for ubiquitous, automated self-tracking, manufacturing knowledge, paradoxically lie beyond the human senses. This data is increasingly being taken up by employers, insurers, and courts of law, creating imperfect proxies through which my truth can be overruled. This book argues that as datafication transforms what counts as knowledge, it is dismantling the long-standing link between knowledge and human reason, rational publics, and free individuals. If data promises objective knowledge, then we must ask in return, Knowledge by and for whom; enabling what forms of life for the human subject?Less
What counts as knowledge in the age of big data and smart machines? Technologies of datafication renew the long modern promise of turning bodies into facts. They seek to take human intentions, emotions, and behavior and to turn these messy realities into discrete and stable truths. But in pursuing better knowledge, technology is reshaping in its image what counts as knowledge. The push for algorithmic certainty sets loose an expansive array of incomplete archives, speculative judgments, and simulated futures. Too often, data generates speculation as much as it does information. Technologies of Speculation traces this twisted symbiosis of knowledge and uncertainty in emerging state and self-surveillance technologies. It tells the story of vast dragnet systems constructed to predict the next terrorist and of how familiar forms of prejudice seep into the data by the back door. In software placeholders, such as “Mohammed Badguy,” the fantasy of pure data collides with the old specter of national purity. It shows how smart machines for ubiquitous, automated self-tracking, manufacturing knowledge, paradoxically lie beyond the human senses. This data is increasingly being taken up by employers, insurers, and courts of law, creating imperfect proxies through which my truth can be overruled. This book argues that as datafication transforms what counts as knowledge, it is dismantling the long-standing link between knowledge and human reason, rational publics, and free individuals. If data promises objective knowledge, then we must ask in return, Knowledge by and for whom; enabling what forms of life for the human subject?