Additions:
To me, Utopia must be a vision of the best society that we can imagine. It lives up to the ambiguity in its name (meaning both //no place// and //good place//), because imagining the best society is a dynamic endeavor. Our imagination is situated in our current circumstances, and upon realizing any of the ideals that are contained in a utopian vision, we should be able to imagine something even better.
In our society we reward the most competitive and individualist, both financially and in reputation. They have been the big winners of the recent decades. I have been much inspired by Douglas Rushkoff's ideas on how to overthrow this cultural bias. In his recent dissertation, he has proposed that we view corporatism as a distinct game within society. We, by default, participate in this game, but by learning the rules, we may learn to play //with //the rules instead of //by //the rules. Hopefully, serious games can be an important tool for learning how to become players instead of pawns.
Huxley, A. (2005). //Island//. London: Random House.
Morrisson, G. (1996). //The Invisibles: Say You Want A Revolution//. New York: DC Comics.
Rushkoff, D. (2009). //Life Inc.: How the World Became a Corporation, and How To Take It Back//. London: Random House.
Rushkoff, D. (2010). //Program or be Programmed//. New York: OR Books.
Rushkoff, D. M. (2012). //Monopoly Moneys: The media environment of corporatism and the player’s way out//. ""PhD."" Thesis, Utrecht University.
In our society we reward the most competitive and individualist, both financially and in reputation. They have been the big winners of the recent decades. I have been much inspired by Douglas Rushkoff's ideas on how to overthrow this cultural bias. In his recent dissertation, he has proposed that we view corporatism as a distinct game within society. We, by default, participate in this game, but by learning the rules, we may learn to play //with //the rules instead of //by //the rules. Hopefully, serious games can be an important tool for learning how to become players instead of pawns.
Huxley, A. (2005). //Island//. London: Random House.
Morrisson, G. (1996). //The Invisibles: Say You Want A Revolution//. New York: DC Comics.
Rushkoff, D. (2009). //Life Inc.: How the World Became a Corporation, and How To Take It Back//. London: Random House.
Rushkoff, D. (2010). //Program or be Programmed//. New York: OR Books.
Rushkoff, D. M. (2012). //Monopoly Moneys: The media environment of corporatism and the player’s way out//. ""PhD."" Thesis, Utrecht University.
Deletions:
In our society we reward the most competitive and individualist, both financially and in reputation. They have been the big winners of the recent decades. I have been much inspired by Douglas Rushkoff's ideas on how to overthrow this cultural bias. In his recent dissertation, he has proposed that we view corporatism as a distinct game within society. We, by default, participate in this game, but by learning the rules, we may learn to play with the rules instead of by the rules. Hopefully, serious games can be an important tool for learning how to become players instead of pawns.
Huxley, A. (2005). Island. London: Random House.
Morrisson, G. (1996). The Invisibles: Say You Want A Revolution. New York: DC Comics.
Rushkoff, D. (2009). Life Inc.: How the World Became a Corporation, and How To Take It Back. London: Random House.
Rushkoff, D. (2010). Program or be Programmed. New York: OR Books.
Rushkoff, D. M. (2012). Monopoly Moneys: The media environment of corporatism and the player’s way out. ""PhD."" Thesis, Utrecht University.