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It is often argued that contemporary media homogenize our thoughts and actions, without us being fully aware of the restrictions they impose. But what if the problem is not that we are all synchronized to the same motions or moments, but rather dispersed into countless different emotional micro-experiences? What if the effect of so-called social media is to calibrate the interactive spectacle so that we never fully feel the same way as other potential allies at the same time? While one person is fuming about economic injustice or climate change denial, another is giggling at a cute cat video. And, two hours late, vice versa. The nebulous indignation which constitutes the very fuel of true social change can be redirected safely around the network, avoiding any dangerous surges of radical activity. In this short and provocative book, Dominic Pettman examines the deliberate deployment of what he calls 'hypermodulation,' as a key strategy encoded into the contemporary media environment. His account challenges the various narratives that portray social media as a sinister space of synchronized attention, in which we are busily clicking ourselves to death. This critical reflection on the unprecedented power of the Internet requires us to rethink the potential for infinite distraction that our latest technologies now allow.
From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
What do the invention of anaesthetics in the middle of the nineteenth century, the Nazis' use of cocaine, and the development of Prozac have in common? The answer is that they're all products of the same logic that defines our contemporary era: 'the age of anaesthesia'. Laurent de Sutter shows how large aspects of our lives are now characterised by the management of our emotions through drugs, ranging from the everyday use of sleeping pills to hard narcotics. Chemistry has become so much a part of us that we can’t even see how much it has changed us. In this era, being a subject doesn't simply mean being subjected to powers that decide our lives: it means that our very emotions have been outsourced to chemical stimulation. Yet we don't understand why the drugs that we take are unable to free us from fatigue and depression, and from the absence of desire that now characterizes our psychopolitical condition. We have forgotten what it means to be excited because our only excitement has become drug-induced. We have to abandon the narcotic stimulation that we’ve come to rely on and find a way back to the collective excitement that is narcocapitalism’s greatest fear.
Ein Plädoyer gegen Hyperglobalisierung und für eine gewisse demokratische Renationalisierung der Wirtschaftspolitik.
Im Jahr 2014 geschieht das Unbegreifliche: Künstlich hergestellte Viren entweichen aus einem Labor und verbinden sich zu einem neuen Krankheitserreger, der die Toten zum Leben erweckt. Millionen Menschen sterben, als eine Flut von Zombies die ganze Welt überrennt. Zwanzig Jahre nach dem Ausbruch sind die Internetblogger Georgia und Shaun Mason auf der Suche nach den Hintergründen der Epidemie. Als Senator Peter Ryman sie bittet, ihn bei seiner Wahlkampagne zu begleiten, sagen die beiden sofort zu. Doch dann kommt es zu einem Zombie-Angriff, der eindeutig auf Sabotage zurückzuführen ist. Eine gefährliche Jagd beginnt ...

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