Mondo Nano: Fun and Games in the World of Digital Matter.pdf

Mondo Nano: Fun and Games in the World of Digital Matter.pdf


In "Mondo Nano" Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games "Second Life," "Crysis," and "BioShock," international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of "Mondo Nano."

""Mondo Nano"'s range is comprehensive and impressive: from nanotechnology that mimics video games to the nanotechnological bases of "Second Life", from 'queering' nanotechnology video games to comic books. Colin Milburn has put his finger on an important topic and moment, creating an important merging of media and science and technology studies. There are moments of sheer brilliance here."--Wendy Chun, author of"Programmed Visions: Software and Memory"

Colin Milburn is Gary Snyder Chair in Science and the Humanities and Professor of English, Science and Technology Studies, and Cinema and Technocultural Studies at the University of California, Davis. He is the author of "Nanovision: Engineering the Future," also published by Duke University Press.


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