Gaming

by Alexander R. Galloway

Published 1 May 2006
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.

Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

The Exploit

by Alexander R. Galloway and Eugene Thacker

Published 1 October 2007

"The Exploit is that rare thing: a book with a clear grasp of how networks operate that also understands the political implications of this emerging form of power. It cuts through the nonsense about how 'free' and 'democratic' networks supposedly are, and it offers a rich analysis of how network protocols create a new kind of control. Essential reading for all theorists, artists, activists, techheads, and hackers of the Net." -McKenzie Wark, author of A Hacker Manifesto

The network has become the core organizational structure for postmodern politics, culture, and life, replacing the modern era's hierarchical systems. From peer-to-peer file sharing and massive multiplayer online games to contagion vectors of digital or biological viruses and global affiliations of terrorist organizations, the network form has become so invasive that nearly every aspect of contemporary society can be located within it.

Borrowing their title from the hacker term for a program that takes advantage of a flaw in a network system, Alexander R. Galloway and Eugene Thacker challenge the widespread assumption that networks are inherently egalitarian. Instead, they contend that there exist new modes of control entirely native to networks, modes that are at once highly centralized and dispersed, corporate and subversive.

In this provocative book-length essay, Galloway and Thacker argue that a whole new topology must be invented to resist and reshape the network form, one that is as asymmetrical in relationship to networks as the network is in relation to hierarchy.

Alexander R. Galloway is associate professor of culture and communications at New York University and the author of Gaming: Essays on Algorithmic Culture (Minnesota, 2006) and Protocol: How Control Exists after Decentralization.

Eugene Thacker is associate professor of new media at the Georgia Institute of Technology and the author of Biomedia (Minnesota, 2004) and The Global Genome: Biotechnology, Politics, and Culture.


Biomedia

by Eugene Thacker

Published 1 January 2004
As biotechnology defines the new millennium, genetic codes and computer codes increasingly merge-life understood as data, flesh rendered programmable. Where this trend will take us, and what it might mean, is what concerns Eugene Thacker in this timely book, a penetrating look into the intersection of molecular biology and computer science in our day and its likely ramifications for the future. Integrating approaches from science and media studies, Biomedia is a critical analysis of research fields that explore relationships between biologies and technologies, between genetic and computer "codes." In doing so, the book looks beyond the familiar examples of cloning, genetic engineering, and gene therapy-fields based on the centrality of DNA or genes-to emerging fields in which "life" is often understood as "information." Focusing especially on interactions between genetic and computer codes, or between "life" and "information," Thacker shows how each kind of "body" produced-from biochip to DNA computer-demonstrates how molecular biology and computer science are interwoven to provide unique means of understanding and controlling living matter.
Throughout, Thacker provides in-depth accounts of theoretical issues implicit in biotechnical artifacts-issues that arise in the fields of bioinformatics, proteomics, systems biology, and biocomputing. Research in biotechnology, Biomedia suggests, flouts our assumptions about the division between biological and technological systems. New ways of thinking about this division are needed if we are to understand the cultural, social, and philosophical dimensions of such research, and this book marks a significant advance in the coming intellectual revolution.