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result(s) for
"Dyer-Witheford, Nick, 1951-"
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Inhuman Power
by
Atle Mikkola Kjøsen
,
James Steinhoff
,
Nick Dyer-Witheford
in
Artificial intelligence-Economic aspects
,
Computer Science
,
Marxian economics
2019
Artificial Intelligence (AI) has seen major advances in recent years. While machines were always central to the Marxist analysis of capitalism, AI is a new kind of machine that Marx could not have anticipated. Contemporary machine-learning AI allows machines to increasingly approach human capacities for perception and reasoning in narrow domains.
This book explores the relationship between Marxist theory and AI through the lenses of different theoretical concepts, including surplus-value, labour, the general conditions of production, class composition and surplus population. It argues against left accelerationism and post-Operaismo thinkers, asserting that a deeper analysis of AI produces a more complex and disturbing picture of capitalism's future than has previously been identified.
Inhuman Power argues that on its current trajectory, AI represents an ultimate weapon for capital. It will render humanity obsolete or turn it into a species of transhumans working for a wage until the heat death of the universe; a fate that is only avoidable by communist revolution.
Cyberwar and revolution : digital subterfuge in global capitalism
\"Cyberwar and Revolution argues that digital warfare is not a bug in the logic of global capitalism but rather a feature of its chaotic, disorderly unconscious. Urgently confronting the concept of cyberwar through the lens of both Marxist critical theory and psychoanalysis, Nick Dyer-Witheford and Svitlana Matviyenko provide a wide-ranging examination of the class conflicts and geopolitical dynamics propelling war across digital networks\"--Back cover.
Digital Play
by
NICK DYER-WITHEFORD
,
STEPHEN KLINE
,
GREIG DE PEUTER
in
Culture
,
Digital technology
,
Electronic games
2003
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between \"access to\" and \"enclosure in\" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.
Cybernetic circulation complex : big tech and planetary crisis
by
Dyer-Witheford, Nick, 1951- author
,
Mularoni, Alessandra, 1967- author
in
Economic development Moral and ethical aspects.
,
Stagnation (Economics)
,
Sustainable development Moral and ethical aspects.
2024
\"Cybernetic Circulation Complex offers a roadmap for a new form of life: biocommunism, a digital degrowth that can help us steer between the double boundaries of ecological sustainability and equitable social development\"-- Provided by publisher.
Games of empire : global capitalism and video games
2009
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary m