Press Start 1
Just for Fun 7
Digital Matters 39
Tempest in a Teapot 77
Massively Multiplayer Laboratories 108
Weapons-Grade Cartoons 135
Have Nanosuit—Will Travel 173
Nanopolitanisms 201
My Little Avatar 236
Game Over—Play Again? 293
Acknowledgments 301
Notes 305
Bibliography 349
Index 399
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.
“[Mondo Nano] offers a clear demonstration of how the methods,
dispositions and goals of nanotechnology often converge with video
game development and culture. … Milburn argues convincingly that
video games let us try out different visions of the future, and
better understand the present, from the nanoscale
up.”
*New Scientist*
“Milburn's profession isn't about judging the truth of
nanotechnological hypotheses; it is about teasing out their
technoscientific origins and effects. … Readers bearing that in
mind will find Mondo Nano a thoroughly researched, thought
provoking read that offers many points to ponder. . . .”
*Physics Today*
"Sure enough, by the end of Mondo Nano, the connection between
games and nanotechnology becomes so obvious, so pervasive, and so
ubiquitous that one wonders how it was possible that we did not see
it earlier. Needless to say, this is exactly how a really
compelling argument works, and the elegance with which Milburn maps
the terrain only adds graceful transparency to his discussion. . .
. Mondo Nano is cultural scholarship at its very best, and it sets
the bar very high for similar projects."
*Science Fiction Studies*
"Mondo Nano revisits, in a new frame, the classic questions of
technological media studies initially considered by scholars like
[Walter] Benjamin: not whether the images have value as art or
commerce, but more fundamentally, how do we enter into the worlds
these intensively mediated images present? . . . Milburn takes
those familiar questions seriously by seriously thinking about
play. . . . Mondo Nano is itself designed as a game that playfully
goes awry, mixing categories, subjecting science fact to science
fiction history, speaking truth to power by reading cartoons of
weaponized bodies rather than the actual super soldiers who remain
a twinkle in their inventors’ phallic, futural gaze."
*Los Angeles Review of Books*
"Required reading for anyone working in the digital humanities,
media studies, or in the transdisciplinary spaces of science and
literature, Milburn’s book models several different literary
approaches to digital objects."
*American Literature*
"Milburn's study is a brilliant, expansive, and eye-opening
read."
*Market Scale*
"...Mondo Nano is a radical reading journey that can take us deeply
and critically into nanotech culture and inspire new modes of
scholarship and pedagogy."
*Science Fiction Research Association*
"For readers interested in how emerging technologies are realized,
this book provides a rich portrayal of nanotechnology’s potential
being apprehended and embodied virtually, fictionally, and actually
through play. . . . This book comes as a refreshing response
to 'gamification' literature, which tends to focus on how games can
be extended to solve problems."
*International Journal of Communication*
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