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Focusing on the arcades of 19th-century Paris--glass-roofed rows of shops that were early centers of consumerism--Benjamin presents a montage of quotations from, and reflections on, hundreds of published sources. 46 illustrations.
One of the most significant cultural documents of the Weimar Republic and Nazi era, Walter Benjamin's unfinished Arcades Project has had a remarkable impact on present-day cultural theory, urban studies, cultural studies and literary interpretation. Originally designed as a panoramic study chronicling the rise and decline of the Parisian shopping arcades, Benjamin's work combines imaginative peregrinations through the changing city-scape of nineteenth-century Paris with passages that read like a blueprint for a new cultural theory of modernity. Walter Benjamin and the Arcades Project provides the first comprehensive introduction to this extraordinary work accessible to English-language readers. The diverse range of issues explored include the nature of collecting, the anatomy of melancholy, the flâneur, the physiognomy of ruins, the dialectical image, Benjamin's relation to Baudelaire, the practice of history-writing, and modernity and architecture. Contributors include Susan Buck-Morss, Stanley Cavell, Jonathan Culler, Brigid Doherty, Barbara Johnson, Esther Leslie, Gerhard Richter, Andrew Benjamin, Howard Caygill, Beatrice Hanssen, Detlef Mertins, Elissa Marder, Tyrus Miller, and Irving Wohlfarth
'Benjamin's Arcades' is an innovative text for students and specialists on the intellectual and political context of Walter Benjamin's unfinished masterpiece, 'The Arcades Project'. It includes a special 'convoluted index' to aid the reader in discovering recurrent themes and ideas, both in the book itself and Benjamin's methods.
Arcade video games have become one of the hottest collectibles around and this book features over 600 photos of the machines that filled arcades during the 1970s and '80s. Includes information about the manufacturers who produced these classic games, a section about video game collectibles, and information on how to start your own collection. Beginning collectors and long-time game enthusiasts alike are sure to enjoy this nostalgic and informative look at the world of arcade video games.
Poetry/ War, commodities, and the body link together this often intensely autobiographical series of poems. Michael Davidson's most recent collection represents a stunning exploration of the uneasy relation between public and private, pain and pleasure, in our puzzled and puzzling end of the millennium culture. --Susan Howe
More people are playing video games than ever before, and yet much of the work of their production remains obscured to us. Deploying a Marxist approach, Jamie Woodcock delves into the hidden abode of the gaming industry, unravelling the vast networks of artists, software developers, and factory and logistics workers whose material and immaterial labor flows into the products we consume on a gargantuan scale. Beyond this, the book analyzes the increasingly important role the gaming industry plays in contemporary capitalism, and the broader transformations of work and economy that it embodies. Woodcock also presents game-play itself not as a “deviant activity,” as it is often understood, but as a commentary of estrangement from contemporary forms of work. In so doing, it offers a fresh and much needed analysis of a sector which has for too long been neglected by scholars and labor activists alike.
Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming.
A new world opens up to Sam when, fresh from a breakup, he discovers a XXX peepshow on the outskirts of town. More than a mere venue for closeted men to meet for anonymous sex, it's an underground subculture populated by regular players, and marked by innumerable coded rules and customs. A welcome diversion from his dead-end job and the compulsive cyberstalking of the cop who broke his heart, Sam returns to the arcade again and again. When the bizarre setting triggers reflections on his own history and theories, he contemplates his anxious, religious upbringing in small-town Texas, the frightening overlap between horror movies and his love life, and the false expectations created by multiple childhood viewings of Close Encounters of the Third Kind. Then, of course, there isthe subject of sex. As his connection to the place strengthens, and his actions both outside and within the peepshow escalate, Sam wavers between dismissing the arcade as a frivolous pastime and accepting it as the most meaningful place in his life.Arcade is a relentlessly candid and graphic account of one man's attempt to square immutable desire with a carefully constructed self-image on the brink.