[The PlayStation Dreamworld] E–pub · Alfie Bown

Alfie Bown ¼ 3 download

The PlayStation Dreamworld

The PlayStation Dreamworld review ´ 103 Structing our desires or else the dreamworld will fall entirely into the hands of dominant and reactionary forces While cyberspace is increasingly dominated by corporate organization gaming at its most subversive can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relation. What would be the outcome of a Lacanian psychoanalytical approach applied to videogames Add a critical political economy discussion to its context and you will get to Alfie Bown s new book Playstation Dreamworld As the author defines the book intends to investigate what politics could be found inside this semi conscious world full of commodities into which we scape games but where we are also formed and constructed and a theory regarding what makes this experience possible and how it may operate on us as subjects p119 It discusses the effects that new technology might have on a global population as reality is becoming increasingly like games The book is organized in different discussions gaming and capitalism psychoanalysis of the electronic objectivity and the subversive possibilities of videogames The main and most innovative approach of the book is using psychoanalytical concepts of desire and unconscious FreudianLacanian to understand the displacement of our imaginary mediated by new technologies Based on the idea of an electronic objectivity it shows how mobile devices connected applications and gaming are working not to give us what we want but to transform what and how we desire p25 Conseuently it aims at assessing subjectivity to be able to change in a society in which technology and entertainment are inseparable and obliuus a psychoanalysis of technology makes the new politics of desire enjoyment and pleasure visible to us p131 And in the era of online distribution this analytical approach places videogames in a uniue position they can reveal to us the dreams and fears that we do not yet know we have p48Second the book integrates this psychoanalytical perspective with analysis of the industry behind game production As described in the book new medias and mobile services are dominated by corporations and governments with high interests in fostering this new consciousness for specific purposes Based on critical theory from Frankfurt School the book goes through actual effective use of technologies such as China and UK government s initiatives to improve social life that ends up organizing enjoyment to contain and control the population Specifically for games the nature of our consciousness is changed by our relationship with machines and technology An attempt has been made to explore the politics of these changes thinking through the ways in which gaming creates new possibilities for empathy identification impulse and desire The focus has been on who is taking advantage of this potential and to what ends they are working p124In fact games are being used to contribute to increase productivity as a supplement to capital Ideas like using games to produce feelings of productivity or subscribe what productivity is p33 seeks to transform boredom fragmentation and depression in productive positivity ideological positivity That is clear with different examples of the usage of games as distractions that by creating a moment of complete waste of time makes the person feel indebted and try to compensate with useful work and productivity More than that occupies sociable and concrete free time with personal enjoyment precluding workers interactions and collective critical exchange of real life When distraction appears as alternative to contemplation there is no time for reflections And the opposite of distraction becomes only work p39Another ideological use of games is realized through the production of dystopian futures the function of ideology is to insist that we experience out illusions whilst believing them to be reality p107 Examples are given in different games that show no other alternative than capitalism or wasteland barbary Or by romanticizing an organized and collective past games are not a subversive critiue of corporate globalization but a call for isolationist retreat p43 in which there is only fear of the future Fear and isolation are the most up to date exploratory elements of major scandals on UK Brexit US Trump or Brazil s Bolsonaro election using massive data from social networks for political targeted media It resonates with Donald Trump s calls to make America great again as well with various European dreams of exiting the EU to return to some prelapsarian national serenity in isolation p47 Or the lack of alternatives between Clinton or Trump when capitalist realism has smoothed over the differences between the options so far that choices hardly matters even though each are presented in total opposition to one another p 55 As follows both utopia and dystopia have been appropriated to make capitalism appear to be the only alternative by naturalizing a timeline that runs from barbarity to capital The chance to envisage changes to capitalist modernity is eradicated leaving only dreams of tempering its destructiveness Stardew Valley or of starting fresh after apocalypse Fallout p49The idea of having no alternative appears in other games where the innocent narrative that seems to support liberal and humanistic values liberation from international exploration shows instead a gameplay structure that remains fascist p54 There is a need for negotiation of ludic space otherwise everyone is caught in an impasse that will be near impossible to overcome which is a view that comes dangerously close to making an excuse for inaction p59 It reminds us of Russel Jacoby s end of Utopia description of the moment when the care of each toothache seems achievable but not the ending toothaches as a whole Or the recent best seller by Rutgr Bregman that highlights our efforts on treating effects of our actual problems with doctor psychoanalysts and coaches training programs instead of solving them by tackling our stressing life style unhealthy routines and an economy that lacks jobs for everyone A third perspective of Bown s book is the analysis of enjoyment in games itself and its capacity of creating new addictive realities Not only our real behavior is being influenced by data algorithms but also we are promised to be satisfied with high tech gaming worlds But as it may look as a sign of limitation Bown demonstrate a very promising glimpse on new frontiers to be explored by those that seeks real transformation By making cyberspace politics visible the dialectics of ideological and disruptive entertainment can be discussed those dissatisfied with the current political and cultural situation can nostalgically lament that in 2017 even our deepest desires are algorithmic and that a computer knows what we want before we do or they can be subversive enough to embrace algorithm in politically useful ways p 25Even assuming the possibility of increasing corporate control of desire and the enforcement of traditionalist and conservative values the author asks could we conceive a videogame which aims at reprograming desire against the fascist corporate and capitalist tendencies found in videogames in general p78 Since videogames can naturalize forms of enjoyment in the service of ideological forces so too do they have the potential to make this naturalization visible unseating the connection between enjoyment and nature and showing the political structure of enjoyment p79 The programmable nature of desire allows us to aim at reprograming it also by using the dreamworld of videogamesInstead of a political manifesto complaining about the horrors of tech industry and how the data giants are going to get us killed Bown struggles to find new paths new ways to update the political agenda As most of our literature bends to the threats of data monitoring and social manipulation the author attempts at discussing where the new subversive resides In a recent post Douglas Rushkov discussed what happens when the counterculture becomes mainstream He highlights that most of the outsider cyberpunk movement agenda is now in the center of governments corporations and society Gaming culture included So a way ahead to progress might be to understand this new culture and produce the next counterculture to come progressive in rights beliefs and dreams In Bown s book games are like dreams than they are like books or movies they can make visible structures of which they are not yet consciously aware p56 Even with the risk of just being part of the system The same challenge that artists went through with music literature poetry cinema television are now in videogames To understand both the industry the players and the content is something that urges to be done Google and its subsidiaries send us around the city in directions of its choosing in search of the objects of desire whether that be a lover on Tinder a bowl of authentic Japanese ramen or the elusive Clefairy or Pikachu p22 And Bown s contribution is a great step on this direction to better understand the generation of electronic objects and desires p26 Lastly the book explore how videogames are the experience of another s dream can be uniue form of enjoyment in which the wishes and desires of another are experienced perhaps momentarily and unconsciously as the wishes and desires of the gamer s own p76 It show that even with its dominating industry for many reasons the combinations of technology and fun can get people to places never before visited The dreamworld is a space for the fulfillment of desires without recognizing the power of the space to transform desire itself as we want to want as the other wants p91Virtual reality gadgets artificial intelligence immersive experiences mixed sensors the possibilities are just expanding It is true that real fundamental changes to both social and economic relations when they occur in a society such as this of endless changeability can appear to be nothing significant than yet incessant changeability in which it seems everything ultimately remains the same p9 To rescue fun from alienation to an entertaining way of consciousness is challenging Though that can start by changing game analytics of media characters plot and genre to patterns images repressed wishes everything that can be found in games p63 In short the videogame is not a text to be read but a dream to be dreamt p61 to be experienced actively as if each player has a role in determining its events and outcomes By doing so it might be possible find ways to change players reality through games as with dreams the player returns to the real world afterwards but things are not always as they were before the dream occurred p62 Games are seen to change our relationships to reality as much as they are informed by or reflective of it the need is for subversion within technology and in virtual world in place of technophobia p108 The game as a space is a potentially dangerous one that threatens to throw the subject into crisis a crisis from which the subject could at least potentially emerge in a different form p120 In that sense anyone with subversive intentions needs to work inside the cyberspace rather than siding with exclusionism and isolationism or falling into technophilia p132 Because it is now a uestion of responding without technophilia or technophobia and of working out precisely how to influence machinic subjectivities to mobilize against these corporate forces p133Independently on agreeing with every single approach of the author Bown has a very interesting point to start investigating both the psychoanalytic and politics of videogames His work inspires many new clues and insights As Zizek suggests on his own review of Bown s book named the perverts guide to videogame it is not a uestion of taking the red or the blue pill but creating a third one Welcome to the playstation dreamworld

summary The PlayStation Dreamworld

The PlayStation Dreamworld review ´ 103 From mobile phones to consoles tablets and PCs we are now a generation of gamers The PlayStation Dreamworld is to borrow a phrase from Slavoj Zizek the pervert's guide to videogames It argues that we can only understand the world of videogames via Lacanian dream analysis It also argues that the Left needs to work inside this dreamspace a powerful arena for con. After Enjoying It Candy Crush and Capitalism Alfie Bown continues to investigate the effects of technology and gaming on our subjectivities through the lens of psychoanalysis I think psychoanalysis at least in its most contemporary form whose biggest influence is Zizek alongside lesser known names to the general public is most intelligible and useful when it helps us to dissect the swift changes in our societies Bown uses the relatively small volume of the book effectively in delivering his points again and I don t think name dropping is an issue for this particular book author does not expect you to have an extensive knowledge of critical theory or Deleuze and Guattari for that matter although some interest in Lacanian psychoanalysis would be beneficial I am much interested in what could be called game studies after this book I think it is a fascinating area of investigation when one considers the popularity of new types of science and technology studies in academia Elon Musk VR headsets and augmented reality I am not really a gamer but I would be really curious what my gamer brother thinks about this book If only he was slightly interested in psychoanalysis of course Gamer or not if you feel you are interested I think you should give this book a look

download ´ eBook or Kindle ePUB ¼ Alfie Bown

The PlayStation Dreamworld review ´ 103 Ships with mobile phones videogames computers and other forms of technological entertainment Far from being a book solely for dedicated gamers this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiuitous We can no longer escape our fantasies but rather live inside their digital reali. An interesting account of the dreamlike experience of video games and related technologies The author attempts to make the point that in a society where tech and entertainment are inseparable we need a tool set that enables an understanding of the politics of desire pleasure and enjoyment you can see the Lacanian emphasis that Brown places in there Whether or not we do need psychoanalysis to do this is not something I m 100% convinced about but Brown s book is definitely interesting and not without merit The chapter on Gaming and Capitalism was worth anybody s attention regardless of their position in the Lacan vs DeleuzeGuattari argument


10 thoughts on “[The PlayStation Dreamworld] E–pub · Alfie Bown

  1. says: download ´ eBook or Kindle ePUB ¼ Alfie Bown Alfie Bown ¼ 3 download summary The PlayStation Dreamworld

    Alfie Bown ¼ 3 download download ´ eBook or Kindle ePUB ¼ Alfie Bown [The PlayStation Dreamworld] E–pub · Alfie Bown Having enjoyed and gleaned much from Alfie Bown's 'Enjoying It Candy Crush and Capitalism' I was intrigued to dive right into this his take on Slavoj Žižek's Playstation Dreamworld Although heavy on academic language there is much to admire about this study The fundamental principle analysed here is that like television advertisements video games influence players whether they are aware of it or not Through

  2. says: [The PlayStation Dreamworld] E–pub · Alfie Bown

    summary The PlayStation Dreamworld download ´ eBook or Kindle ePUB ¼ Alfie Bown Alfie Bown ¼ 3 download In his last book The Playstation Dreamworld Polity 2017 Alfie Bown is not exclusively addressing video game players whether full time or simply occasional players but everyone He understands that video games can be the perfect tool to comprehend the digital media scenario in which we live So in the same way that American cinema from the 40's 50's and 60's left a footprint in several generations' lives regardless of whether one

  3. says: summary The PlayStation Dreamworld Alfie Bown ¼ 3 download download ´ eBook or Kindle ePUB ¼ Alfie Bown

    summary The PlayStation Dreamworld [The PlayStation Dreamworld] E–pub · Alfie Bown download ´ eBook or Kindle ePUB ¼ Alfie Bown After Enjoying It Candy Crush and Capitalism Alfie Bown continues to investigate the effects of technology and gaming on our subjectivities through the lens of psychoanalysis I think psychoanalysis at least in it

  4. says: download ´ eBook or Kindle ePUB ¼ Alfie Bown [The PlayStation Dreamworld] E–pub · Alfie Bown Alfie Bown ¼ 3 download

    [The PlayStation Dreamworld] E–pub · Alfie Bown A bit of a specialist focussed read building on the idea that we are a generation of gamers and it accordingly looks at o

  5. says: Alfie Bown ¼ 3 download download ´ eBook or Kindle ePUB ¼ Alfie Bown summary The PlayStation Dreamworld

    summary The PlayStation Dreamworld Alfie Bown ¼ 3 download [The PlayStation Dreamworld] E–pub · Alfie Bown What would be the outcome of a Lacanian psychoanalytical approach applied to videogames? Add a critical political economy discussion to its context and you will get to Alfie Bown’s new book “Playstation Dreamworld” As the author defines the book intends to “investigate what politics could be found insid

  6. says: [The PlayStation Dreamworld] E–pub · Alfie Bown

    [The PlayStation Dreamworld] E–pub · Alfie Bown download ´ eBook or Kindle ePUB ¼ Alfie Bown This is a book with a lot of promise that falls short of reasoned logical arguments Alfie Bown utilizes a very readable style and hits on some wonderful thought provoking ideas but then goes off with ualitative assumptions that fail to demonstrate any proper reason or understanding of the subject or logic of his field Admittedly I haven't

  7. says: Alfie Bown ¼ 3 download download ´ eBook or Kindle ePUB ¼ Alfie Bown [The PlayStation Dreamworld] E–pub · Alfie Bown

    [The PlayStation Dreamworld] E–pub · Alfie Bown actualizing psychoanalysis for 21 Pokemon Go century a much needed critical examination of games as ideologies and how that relates to their underlying priciples of desire construction Concise and well written

  8. says: download ´ eBook or Kindle ePUB ¼ Alfie Bown [The PlayStation Dreamworld] E–pub · Alfie Bown Alfie Bown ¼ 3 download

    [The PlayStation Dreamworld] E–pub · Alfie Bown An interesting account of the dreamlike experience of video games and related technologies The author attempts to make the point that in a society where tech and entertainment are inseparable we need a tool set

  9. says: [The PlayStation Dreamworld] E–pub · Alfie Bown

    [The PlayStation Dreamworld] E–pub · Alfie Bown A fantastic book on a topic I really wish people did work on A Lacanian psychoanalysis of how we enjoy gaming what that means politically and its implications Explores issues of persona that I always said were first best explored by Carlo Michelstaedter using proper Lacanian methods of explaining enjoymentIt is very short has no filler content whatsoever no superfluous repetition and constantly gave me new insights I was not awa

  10. says: [The PlayStation Dreamworld] E–pub · Alfie Bown

    [The PlayStation Dreamworld] E–pub · Alfie Bown Alfie Bown is an Assistant Professor of Literature at HSMC Hong Kong and in this very academic book that’s heavy on psychoanalytical theory he argues that computer games can only be fully understood through psychoanalysis that subversion needs to operate within this dream world or else risk it falling under the control of corporat

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