Author: Adrienne L. Massanari
Publisher: MIT Press
ISBN: 0262380323
Category : Social Science
Languages : en
Pages : 124
Book Description
How play and gaming culture have mainstreamed far right ideology through social media platforms. From #Gamergate to the ongoing Big Lie, the far right has gone mainstream. In Gaming Democracy, Adrienne Massanari tracks the flames of toxicity found in the far right and “alt-right” movements as they increasingly take up oxygen in American and global society. In this pathbreaking contribution to the fields of internet studies, game studies, and gender studies, Massanari argues that Silicon Valley’s emphasis on meritocracy and free speech absolutism has driven this rightward slide. These ideologies have been coded into social media spaces that implicitly silence marginalized communities and subject them to rampant abuse by groups that have learned to “game” the ecology of platforms, algorithms, and attention economies. While populist movements are not new, phenomena such as QAnon, parental rights activism, and COVID denialism are uniquely “of the internet,” with supporters demonstrating both technical acumen and an ability to use memes and play as a way of both building community and fomenting dissent. Massanari explores the ways that the far right uses memetic humor and geek masculinity as tools both to create a sense of community within these leaderless groups and to obfuscate their intentions. Using the lens of play and game studies as well as the concept of “metagaming,” Gaming Democracy is a novel contribution to our understanding of online platforms and far right political activism.
Gaming Democracy
Author: Adrienne L. Massanari
Publisher: MIT Press
ISBN: 0262380323
Category : Social Science
Languages : en
Pages : 124
Book Description
How play and gaming culture have mainstreamed far right ideology through social media platforms. From #Gamergate to the ongoing Big Lie, the far right has gone mainstream. In Gaming Democracy, Adrienne Massanari tracks the flames of toxicity found in the far right and “alt-right” movements as they increasingly take up oxygen in American and global society. In this pathbreaking contribution to the fields of internet studies, game studies, and gender studies, Massanari argues that Silicon Valley’s emphasis on meritocracy and free speech absolutism has driven this rightward slide. These ideologies have been coded into social media spaces that implicitly silence marginalized communities and subject them to rampant abuse by groups that have learned to “game” the ecology of platforms, algorithms, and attention economies. While populist movements are not new, phenomena such as QAnon, parental rights activism, and COVID denialism are uniquely “of the internet,” with supporters demonstrating both technical acumen and an ability to use memes and play as a way of both building community and fomenting dissent. Massanari explores the ways that the far right uses memetic humor and geek masculinity as tools both to create a sense of community within these leaderless groups and to obfuscate their intentions. Using the lens of play and game studies as well as the concept of “metagaming,” Gaming Democracy is a novel contribution to our understanding of online platforms and far right political activism.
Publisher: MIT Press
ISBN: 0262380323
Category : Social Science
Languages : en
Pages : 124
Book Description
How play and gaming culture have mainstreamed far right ideology through social media platforms. From #Gamergate to the ongoing Big Lie, the far right has gone mainstream. In Gaming Democracy, Adrienne Massanari tracks the flames of toxicity found in the far right and “alt-right” movements as they increasingly take up oxygen in American and global society. In this pathbreaking contribution to the fields of internet studies, game studies, and gender studies, Massanari argues that Silicon Valley’s emphasis on meritocracy and free speech absolutism has driven this rightward slide. These ideologies have been coded into social media spaces that implicitly silence marginalized communities and subject them to rampant abuse by groups that have learned to “game” the ecology of platforms, algorithms, and attention economies. While populist movements are not new, phenomena such as QAnon, parental rights activism, and COVID denialism are uniquely “of the internet,” with supporters demonstrating both technical acumen and an ability to use memes and play as a way of both building community and fomenting dissent. Massanari explores the ways that the far right uses memetic humor and geek masculinity as tools both to create a sense of community within these leaderless groups and to obfuscate their intentions. Using the lens of play and game studies as well as the concept of “metagaming,” Gaming Democracy is a novel contribution to our understanding of online platforms and far right political activism.
The Democracy Fix
Author: Caroline Fredrickson
Publisher: The New Press
ISBN: 1620973901
Category : Political Science
Languages : en
Pages : 175
Book Description
The former special assistant for legislative affairs to President Clinton, president of the American Constitution Society, and author of the "damn fine" (Elle) Under the Bus shows how the left can undo the right's damage and take the country back Despite representing the beliefs of a minority of the American public on many issues, conservatives are in power not just in Washington, DC, but also in state capitals and courtrooms across the country. They got there because, while progressives fought to death over the nuances of policy and to bring attention to specific issues, conservatives focused on simply gaining power by gaming our democracy. They understood that policy follows power, not the other way around. Now, in a sensational new book, Caroline Fredrickson—who has had a front-row seat on the political drama in DC for decades while working to shape progressive policies as special assistant for legislative affairs to President Clinton, chief of staff to Senator Maria Cantwell, deputy chief of staff to Senator Tom Daschle, and president of the American Constitution Society—argues that it's time for progressives to focus on winning. She shows us how we can learn from the Right by having the determination to focus on judicial elections, state power, and voter laws without stooping to their dishonest, rule-breaking tactics. We must be ruthless in thinking through how to change the rules of the game to regain power, expand the franchise, end voter suppression, win judicial elections, and fight for transparency and fairness in our political system, and Fredrickson shows us how.
Publisher: The New Press
ISBN: 1620973901
Category : Political Science
Languages : en
Pages : 175
Book Description
The former special assistant for legislative affairs to President Clinton, president of the American Constitution Society, and author of the "damn fine" (Elle) Under the Bus shows how the left can undo the right's damage and take the country back Despite representing the beliefs of a minority of the American public on many issues, conservatives are in power not just in Washington, DC, but also in state capitals and courtrooms across the country. They got there because, while progressives fought to death over the nuances of policy and to bring attention to specific issues, conservatives focused on simply gaining power by gaming our democracy. They understood that policy follows power, not the other way around. Now, in a sensational new book, Caroline Fredrickson—who has had a front-row seat on the political drama in DC for decades while working to shape progressive policies as special assistant for legislative affairs to President Clinton, chief of staff to Senator Maria Cantwell, deputy chief of staff to Senator Tom Daschle, and president of the American Constitution Society—argues that it's time for progressives to focus on winning. She shows us how we can learn from the Right by having the determination to focus on judicial elections, state power, and voter laws without stooping to their dishonest, rule-breaking tactics. We must be ruthless in thinking through how to change the rules of the game to regain power, expand the franchise, end voter suppression, win judicial elections, and fight for transparency and fairness in our political system, and Fredrickson shows us how.
The Democracy Game
Author: Riley Chance
Publisher: Riley Chance
ISBN: 173859100X
Category : Fiction
Languages : en
Pages : 331
Book Description
Populist political parties are increasing their influence across the world. It couldn’t happen in New Zealand, could it? Journalist Grace Marks is investigating two unrelated stories – New Zealand’s alt-right, and the emergence of a new organisation, ProtectNZ. When she finds ‘dead man’s hand’ stuck to her front door with a knife, it’s obvious she’s ruffling some feathers. Hiding in New Zealand after a mission went sour, former US agent Marla Simmons learns Grace is in danger and wants to help, but finding out who’s orchestrating the threats won’t be easy. The two stories collide as Grace and Marla’s investigations deepen. When a body is found, the question is not only who killed them and why, but who was the victim? As the ProtectNZ juggernaut steamrolls towards the election, Grace and Marla race to expose those pulling the strings. The voting public need to know the truth. “Investigative journalist Grace Marks and former US agent Marla Simmons join forces in The Democracy Game, a thought-provoking political thriller with just the right blend of action, unforgettable characters, and a riveting plot that examines a multitude of societal issues.” - NZ Booklovers
Publisher: Riley Chance
ISBN: 173859100X
Category : Fiction
Languages : en
Pages : 331
Book Description
Populist political parties are increasing their influence across the world. It couldn’t happen in New Zealand, could it? Journalist Grace Marks is investigating two unrelated stories – New Zealand’s alt-right, and the emergence of a new organisation, ProtectNZ. When she finds ‘dead man’s hand’ stuck to her front door with a knife, it’s obvious she’s ruffling some feathers. Hiding in New Zealand after a mission went sour, former US agent Marla Simmons learns Grace is in danger and wants to help, but finding out who’s orchestrating the threats won’t be easy. The two stories collide as Grace and Marla’s investigations deepen. When a body is found, the question is not only who killed them and why, but who was the victim? As the ProtectNZ juggernaut steamrolls towards the election, Grace and Marla race to expose those pulling the strings. The voting public need to know the truth. “Investigative journalist Grace Marks and former US agent Marla Simmons join forces in The Democracy Game, a thought-provoking political thriller with just the right blend of action, unforgettable characters, and a riveting plot that examines a multitude of societal issues.” - NZ Booklovers
Gaming the World
Author: Andrei S. Markovits
Publisher: Princeton University Press
ISBN: 0691162034
Category : History
Languages : en
Pages : 361
Book Description
The globalizing influence of professional sports Professional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice. Andrei Markovits and Lars Rensmann take readers into the exciting global sports scene, showing how soccer, football, baseball, basketball, and hockey have given rise to a collective identity among millions of predominantly male fans in the United States, Europe, and around the rest of the world. They trace how these global—and globalizing—sports emerged from local pastimes in America, Britain, and Canada over the course of the twentieth century, and how regionalism continues to exert its divisive influence in new and potentially explosive ways. Markovits and Rensmann explore the complex interplay between the global and the local in sports today, demonstrating how sports have opened new avenues for dialogue and shared interest internationally even as they reinforce old antagonisms and create new ones. Gaming the World reveals the pervasive influence of sports on our daily lives, making all of us citizens of an increasingly cosmopolitan world while affirming our local, regional, and national identities.
Publisher: Princeton University Press
ISBN: 0691162034
Category : History
Languages : en
Pages : 361
Book Description
The globalizing influence of professional sports Professional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice. Andrei Markovits and Lars Rensmann take readers into the exciting global sports scene, showing how soccer, football, baseball, basketball, and hockey have given rise to a collective identity among millions of predominantly male fans in the United States, Europe, and around the rest of the world. They trace how these global—and globalizing—sports emerged from local pastimes in America, Britain, and Canada over the course of the twentieth century, and how regionalism continues to exert its divisive influence in new and potentially explosive ways. Markovits and Rensmann explore the complex interplay between the global and the local in sports today, demonstrating how sports have opened new avenues for dialogue and shared interest internationally even as they reinforce old antagonisms and create new ones. Gaming the World reveals the pervasive influence of sports on our daily lives, making all of us citizens of an increasingly cosmopolitan world while affirming our local, regional, and national identities.
Making Democracy Work
Author: Robert D. Putnam
Publisher: Princeton University Press
ISBN: 140082074X
Category : Political Science
Languages : en
Pages : 282
Book Description
"A classic."—New York Times "Seminal, epochal, path-breaking . . . a Democracy in America for our times."—The Nation From the bestselling author of Bowling Alone, a landmark account of the secret of successful democracies Why do some democratic governments succeed and others fail? In a book that has received attention from policymakers and civic activists in America and around the world, acclaimed political scientist and bestselling author Robert Putnam and his collaborators offer empirical evidence for the importance of "civic community" in developing successful institutions. Their focus is on a unique experiment begun in 1970, when Italy created new governments for each of its regions. After spending two decades analyzing the efficacy of these governments in such fields as agriculture, housing, and healthcare, they reveal patterns of associationism, trust, and cooperation that facilitate good governance and economic prosperity. The result is a landmark book filled with crucial insights about how to make democracy work.
Publisher: Princeton University Press
ISBN: 140082074X
Category : Political Science
Languages : en
Pages : 282
Book Description
"A classic."—New York Times "Seminal, epochal, path-breaking . . . a Democracy in America for our times."—The Nation From the bestselling author of Bowling Alone, a landmark account of the secret of successful democracies Why do some democratic governments succeed and others fail? In a book that has received attention from policymakers and civic activists in America and around the world, acclaimed political scientist and bestselling author Robert Putnam and his collaborators offer empirical evidence for the importance of "civic community" in developing successful institutions. Their focus is on a unique experiment begun in 1970, when Italy created new governments for each of its regions. After spending two decades analyzing the efficacy of these governments in such fields as agriculture, housing, and healthcare, they reveal patterns of associationism, trust, and cooperation that facilitate good governance and economic prosperity. The result is a landmark book filled with crucial insights about how to make democracy work.
The Civic Potential of Video Games
Author: Joseph Kahne
Publisher: MIT Press
ISBN: 9780262513609
Category : Political Science
Languages : en
Pages : 0
Book Description
According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities or civic activities. The authors are interested in what role video games may or may not play in this disengagement.
Publisher: MIT Press
ISBN: 9780262513609
Category : Political Science
Languages : en
Pages : 0
Book Description
According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities or civic activities. The authors are interested in what role video games may or may not play in this disengagement.
Patterns of Democracy
Author: Arend Lijphart
Publisher: Yale University Press
ISBN: 0300189125
Category : Political Science
Languages : en
Pages : 457
Book Description
Examining 36 democracies from 1945 to 2010, this text arrives at conclusions about what type of democracy works best. It demonstrates that consensual systems stimulate economic growth, control inflation and unemployment, and limit budget deficits.
Publisher: Yale University Press
ISBN: 0300189125
Category : Political Science
Languages : en
Pages : 457
Book Description
Examining 36 democracies from 1945 to 2010, this text arrives at conclusions about what type of democracy works best. It demonstrates that consensual systems stimulate economic growth, control inflation and unemployment, and limit budget deficits.
The Race Card
Author: Tara Fickle
Publisher: NYU Press
ISBN: 1479805955
Category : Social Science
Languages : en
Pages : 266
Book Description
Winner, 2020 American Book Award, given by the Before Columbus Foundation How games have been used to establish and combat Asian American racial stereotypes As Pokémon Go reshaped our neighborhood geographies and the human flows of our cities, mapping the virtual onto lived realities, so too has gaming and game theory played a role in our contemporary understanding of race and racial formation in the United States. From the Chinese Exclusion Act and Japanese American internment to the model minority myth and the globalization of Asian labor, Tara Fickle shows how games and game theory shaped fictions of race upon which the nation relies. Drawing from a wide range of literary and critical texts, analog and digital games, journalistic accounts, marketing campaigns, and archival material, Fickle illuminates the ways Asian Americans have had to fit the roles, play the game, and follow the rules to be seen as valuable in the US. Exploring key moments in the formation of modern US race relations, The Race Card charts a new course in gaming scholarship by reorienting our focus away from games as vehicles for empowerment that allow people to inhabit new identities, and toward the ways that games are used as instruments of soft power to advance top-down political agendas. Bridging the intellectual divide between the embedded mechanics of video games and more theoretical approaches to gaming rhetoric, Tara Fickle reveals how this intersection allows us to overlook the predominance of game tropes in national culture. The Race Card reveals this relationship as one of deep ideological and historical intimacy: how the games we play have seeped into every aspect of our lives in both monotonous and malevolent ways.
Publisher: NYU Press
ISBN: 1479805955
Category : Social Science
Languages : en
Pages : 266
Book Description
Winner, 2020 American Book Award, given by the Before Columbus Foundation How games have been used to establish and combat Asian American racial stereotypes As Pokémon Go reshaped our neighborhood geographies and the human flows of our cities, mapping the virtual onto lived realities, so too has gaming and game theory played a role in our contemporary understanding of race and racial formation in the United States. From the Chinese Exclusion Act and Japanese American internment to the model minority myth and the globalization of Asian labor, Tara Fickle shows how games and game theory shaped fictions of race upon which the nation relies. Drawing from a wide range of literary and critical texts, analog and digital games, journalistic accounts, marketing campaigns, and archival material, Fickle illuminates the ways Asian Americans have had to fit the roles, play the game, and follow the rules to be seen as valuable in the US. Exploring key moments in the formation of modern US race relations, The Race Card charts a new course in gaming scholarship by reorienting our focus away from games as vehicles for empowerment that allow people to inhabit new identities, and toward the ways that games are used as instruments of soft power to advance top-down political agendas. Bridging the intellectual divide between the embedded mechanics of video games and more theoretical approaches to gaming rhetoric, Tara Fickle reveals how this intersection allows us to overlook the predominance of game tropes in national culture. The Race Card reveals this relationship as one of deep ideological and historical intimacy: how the games we play have seeped into every aspect of our lives in both monotonous and malevolent ways.
Making Democracy Fun
Author: Josh A. Lerner
Publisher: MIT Press
ISBN: 0262551144
Category : Games & Activities
Languages : en
Pages : 285
Book Description
Drawing on the tools of game design to fix democracy. Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable—even fun. Lerner reports that institutions as diverse as the United Nations, the U.S. Army, and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs, and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and twenty-six game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective, and transparent. Game design can make democracy fun—and make it work.
Publisher: MIT Press
ISBN: 0262551144
Category : Games & Activities
Languages : en
Pages : 285
Book Description
Drawing on the tools of game design to fix democracy. Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable—even fun. Lerner reports that institutions as diverse as the United Nations, the U.S. Army, and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs, and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and twenty-six game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective, and transparent. Game design can make democracy fun—and make it work.
Persuasive Games
Author: Ian Bogost
Publisher: MIT Press
ISBN: 0262261944
Category : Games & Activities
Languages : en
Pages : 463
Book Description
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Publisher: MIT Press
ISBN: 0262261944
Category : Games & Activities
Languages : en
Pages : 463
Book Description
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.