Goran D. Putnik, Maria Manuela Cunha (eds.): Encyclopedia of Networked and Virtual Organizations (2008)

13 February 2009, pht

The virtual enterprise as a new organizational paradigm has three fundamental features: dynamics of network reconfiguration, virtuality, and external entities as environments for enabling or supporting the virtual enterprise integration as well as reconfiguration dynamics. The field of knowledge on this topic is highly fragmented due to the inexistence of a transfer of knowledge between regions, developers, and researchers.

The Encyclopedia of Networked & Virtual Organizations documents the most relevant contributions to the introduction of networked, dynamic, agile, and virtual organizational models; definitions; taxonomies; opportunities; and reference models and architectures. These volumes pool the existing works, approaches, solutions, and needs of the virtual enterprise research community to create a repository of the main developments regarding the virtual organization, compiling definitions, characteristics, comparisons, advantages, practices, enabling technologies, and best practices.

Publisher: Information Science Reference
ISBN: 159904885X, 978-1599048857
2060 pages

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Alexander R. Galloway: Gaming: Essays on Algorithmic Culture (2006)

13 February 2009, dusan

“Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices.

In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions.

Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form.

Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age.”

Publisher University of Minnesota Press, 2006
ISBN 0816648514, 9780816648511
143 pages

Review (Kelly Boudreau), Review (Steven Conway), Review (Ted Kafala), Review (Randy Nichols), Review (Timothy Welsh)

PDF (updated on 2012-7-8)

Roy Ascott: Telematic Embrace: Visionary Theories of Art, Technology, and Consciousness (2003)

13 February 2009, pht

Long before e-mail and the Internet permeated society, Roy Ascott, a pioneering British artist and theorist, coined the term “telematic art” to describe the use of online computer networks as an artistic medium. In Telematic Embrace Edward A. Shanken gathers, for the first time, an impressive compilation of more than three decades of Ascott’s philosophies on aesthetics, interactivity, and the sense of self and community in the telematic world of cyberspace. This book explores Ascott’s ideas on how networked communication has shaped behavior and consciousness within and beyond the realm of what is conventionally defined as art.

Telematics, a powerful marriage of computers and telecommunication, made technologies we now take for granted—such as e-mail and automated teller machines (ATMs)—part of our daily life, and made art a more interactive form of expression. Telematic art challenges traditional relationships between artist, artwork, and audience by allowing nonlocal audiences to influence the emergent qualities of the artwork, which consists of the ebb and flow of electronic information. These essays constitute a unique archaeology of ideas, tracing Ascott’s meditations on the formation of consciousness through the intertwined cultural histories of art and technology from the 1960s to the present.

Shanken’s introduction situates Ascott’s work within a history of ideas in art, technology, and philosophy. Given the increasing role of the Internet and the World Wide Web in the creation of commerce and community at the dawn of this new millennium, scholars, students, laypeople, policymakers, and artists will find this collection informative and thought-provoking.

Edited and with an essay by Edward A. Shanken
Published by University of California Press, 2003
ISBN 0585465916, 9780585465913
427 pages

publisher
google books

PDF (updated on 2012-7-24)