Guy Debord: Society of the Spectacle (1967–) [FR, EN, NL, GR, DE, IT, ES, TR, BR-PT, RO, SR, HU, LT, PL, CZ]
Filed under pamphlet | Tags: · activism, capitalism, consumerism, everyday, life, mass media, situationists, spectacle, spectatorship

“The Das Kapital of the 20th century. An essential text, and the main theoretical work of the situationists. Few works of political and cultural theory have been as enduringly provocative. From its publication amid the social upheavals of the 1960’s up to the present, the volatile theses of this book have decisively transformed debates on the shape of modernity, capitalism, and everyday life in the late 20th century.
Self-proclaimed leader of the Situationist International, Guy Debord was certainly responsible for the longevity and high profile of Situationist ideas, although the equation of the SI with Guy Debord would be misleading. Brilliant but autocratic, Debord helped both unify situationist praxis and destroy its expansion into areas not explicitly in line with his own ideas. His text The Society of the Spectacle remains today one of the great theoretical works on modern-day capital, cultural imperialism, and the role of mediation in social relationships.”
Publisher Buchet-Chastel, Paris, Nov 1967
175 pages
Wikipedia (EN)
La Société du Spectacle (French, 1967; HTML)
Society of the Spectacle (English, trans. Fredy Perlman and Jon Supak, 1970; HTML)
De spektakelmaatschappij (Dutch, trans. Jaap Kloosterman and René van de Kraats, 1976/2001, updated on 2019-11-8)
Η Κοινωνία του Θεάματος (Greek, trans. Panos Tsachageas and Nikos B. Alexiou, 1977, updated on 2019-11-8)
Die Gesellschaft des Spektakels (German, trans. Jean-Jacques Raspaud, 1978)
La societa dello spettacolo (Italian, trans. Paolo Salvadori, 1979)
Society of the Spectacle (English, trans. Donald Nicholson-Smith, 1994; HTML)
La sociedad del espectacul (Spanish, trans. Rodrigo Vicuña Navarro, 1995)
Gösteri toplumu ve yorumlar (Turkish, trans. Ayşen Ekmekçi and Okşan Taşkent, 1996, added on 2012-12-27)
A sociedade do espetaculo (BR-Portuguese, trans. Estela dos Santos Abreu, 1997)
Societatea spectacolului. Comentarii la societatea spectacolului (Romanian, trans. Ciprian Mihali and Radu Stoenescu, 1998)
La sociedad del espectacul (Spanish, trans. José Luis Pardo, 1999)
Η Κοινωνία του Θεάματος (Greek, trans. Sylvia, 2000, added on 2019-11-8)
Society of the Spectacle (English, trans. Ken Knabb, 2005; new ed., annotated, 2014, HTML, PDF, EPUB, added on 2019-11-12)
Društvo spektakla (Serbian, trans. Aleksa Golijanin, 2003/2012; HTML, added on 2017-7-27)
Spektákulum társadalma (Hungarian, trans. Miklós Erhardt, 2006, updated on 2019-11-8)
Spektaklio visuomenė (Lithuanian, 2006, added on 2019-11-8)
Społeczeństwo spektaklu oraz Rozważania o społeczeństwie spektaklu (Polish, trans. Mateusz Kwaterko, 2006, updated on 2019-11-8)
Společnost spektáklu (Czech, 2007, updated on 2019-7-21)
La sociedad del espectacul (Spanish, trans. Colectivo Maldeojo, 2009)
Societatea spectacolului (Romanian, trans. Cristina Săvoiu, 2011, added on 2015-11-29)
Paul Rabinow: Marking Time. On the Anthropology of the Contemporary (2007)
Filed under book | Tags: · anthropology, philosophy, sociology

In Marking Time, Paul Rabinow presents his most recent reflections on the anthropology of the contemporary. Drawing richly on the work of Michel Foucault, John Dewey, Niklas Luhmann, and, most interestingly, German painter Gerhard Richter, Rabinow offers a set of conceptual tools for scholars examining cutting-edge practices in the life sciences, security, new media and art practices, and other emergent phenomena. Taking up topics that include bioethics, anger and competition among molecular biologists, the lessons of the Drosophilagenome, the nature of ethnographic observation in radically new settings, and the moral landscape shared by scientists and anthropologists, Rabinow shows how anthropology remains relevant to contemporary debates. By turning abstract philosophical problems into real-world explorations and offering original insights, Marking Time is a landmark contribution to the continuing re-invention of anthropology and the human sciences.
Publisher Princeton University Press, 2007
ISBN 0691133638, 9780691133638
149 pages
Keywords and phrases
Gerhard Richter, Thucydides, anthropologist, Bauhaus, Drosophila, Craig Venter, Luhmann, thumos, synthetic biology, Paul Klee, John Sulston, Michel Foucault, Max Weber, Gilles Deleuze, Christopher Kelty, Human Genome Project, akrasia, Celera Genomics, Francis Collins, proteome
PDF (updated on 2012-7-17)
Comment (1)Karen Collins: Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design (2008)
Filed under book | Tags: · game studies, gaming, sound, sound design, sound recording, video games

“A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player’s actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources—including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves—to offer a broad overview of the history, theory, and production practice of video game audio.
Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.”
Publisher MIT Press, 2008
ISBN 026203378X, 9780262033787
200 pages
Keywords and phrases
PlayStation, arcade games, LucasArts, iMUSE, MIDI, wavetable synthesis, dynamic music, Grim Fandango, Konami, FM synthesis, surround sound, Super Mario Bros, Sega Genesis, Nintendo DS, Commodore 64, sound chips, subtractive synthesis, diegetic, Intellivision, diegesis
PDF (updated on 2021-3-16)
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