Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences.
Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity.
The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.
Guns, Grenades, and Grunts gathers scholars from all disciplines to bring the weight of contemporary social theory and media criticism to bear on the public controversy and intellectual investigation of first-person shooter games. As a genre, FPS games have helped shepherd the game industry from the early days of shareware distribution and underground gaming clans to contemporary multimillion dollar production budgets, Hollywood-style launches, downloadable content and worldwide professional gaming leagues. The FPS has been and will continue to be a staple of the game market.
What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar.
“For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten.” —Wired.com
“Gandalf's got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gaming Geeks, Gilsdorf . . . offers an epic quest for reality within a realm of magic.” —Boston Globe
“Imagine this: Lord of the Rings meets Jack Kerouac's On the Road.” —National Public Radio's “Around and About”
“What does it mean to be a geek? . . . Fantasy Freaks and Gaming Geeks tackles that question with strength and dexterity. . . . part personal odyssey, part medieval mid-life crisis, and part wide-ranging survey of all things freaky and geeky . . . playful . . . funny and poignant. . . . It's a fun ride and it poses a question that goes to the very heart of fantasy, namely: What does the urge to become someone else tell us about ourselves?” —Huffington Post
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.
Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Begun by Craig Newmark as an e-mail to some friends about cool events happening around San Francisco, craigslist is now the leading classifieds service on the planet. It is also a throwback to the early internet. The website has barely seen an upgrade since it launched in 1996. There are no banner ads. The company doesn't profit off your data. An Internet for the People explores how people use craigslist to buy and sell, find work, and find love—and reveals why craigslist is becoming a lonely outpost in an increasingly corporatized web.
Drawing on interviews with craigslist insiders and ordinary users, Jessa Lingel looks at the site's history and values, showing how it has mostly stayed the same while the web around it has become more commercial and far less open. She examines craigslist's legal history, describing the company's courtroom battles over issues of freedom of expression and data privacy, and explains the importance of locality in the social relationships fostered by the site. More than an online garage sale, job board, or dating site, craigslist hold vital lessons for the rest of the web. It is a website that values user privacy over profits, ease of use over slick design, and an ethos of the early web that might just hold the key to a more open, transparent, and democratic internet.
Through examinations of the computational life sciences, marine biology, astrobiology, acoustics, and more, Helmreich follows scientists to the limits of these categories. Along the way, he offers critical accounts of such other-than-human entities as digital life forms, microbes, coral reefs, whales, seawater, extraterrestrials, tsunamis, seashells, and bionic cochlea. He develops a new notion of "sounding"—as investigating, fathoming, listening—to describe the form of inquiry appropriate for tracking meanings and practices of the biological, aquatic, and sonic in a time of global change and climate crisis.
Sounding the Limits of Life shows that life, water, and sound no longer mean what they once did, and that what count as their essential natures are under dynamic revision.
Artificial Intelligence helps choose what books you buy, what movies you see, and even who you date. It puts the "smart" in your smartphone and soon it will drive your car. It makes most of the trades on Wall Street, and controls vital energy, water, and transportation infrastructure. But Artificial Intelligence can also threaten our existence.
In as little as a decade, AI could match and then surpass human intelligence. Corporations and government agencies are pouring billions into achieving AI's Holy Grail—human-level intelligence. Once AI has attained it, scientists argue, it will have survival drives much like our own. We may be forced to compete with a rival more cunning, more powerful, and more alien than we can imagine.
Through profiles of tech visionaries, industry watchdogs, and groundbreaking AI systems, Our Final Invention explores the perils of the heedless pursuit of advanced AI. Until now, human intelligence has had no rival. Can we coexist with beings whose intelligence dwarfs our own? And will they allow us to?