The SmartMonsters Bookstore
|
|
|
SmartMonsters' games are not for everyone. We write for
adults with fairly rich educational and cultural backgrounds.
We assume our players like to read, and know how to type. We don't
write for kids. If this sounds like you, welcome!
Click
here
to read our essay, "Can a Game be Literature?"
The works listed here have all been used in some way as
background for
TriadCity,
our flagship game.
|
|
|
|
why buy through us?
| book search
| bookstore home
|
Books About The Internet, WWW & Online Cultures
Architects of the Web: 1,000 Days that Built the Future of Business, Reid, Wiley 1999
Burn Rate: How I Survived the Gold Rush Years on the Internet, Wolff, Touchstone 1999
Code and Other Laws of Cyberspace, Shapiro / Lessig, Basic Books 1999
Coercion: Why We Listen to What 'They' Say, Rushkoff, Riverhead Books 2000
Communities in Cyberspace, Smith, et al, eds., Routledge 1998
Composing Cyberspace: Identity, Community, and Knowledge in the Electronic Age, Holeton, McGraw-Hill 1998
Computers as Theater, Laurel, Addison-Wesley 1993
Conversation and Community: Discourse in a Social MUD, Cherny, Cambridge 1999
Cybersociety 2.0: Revisiting Computer-Mediated Communication and Community, Jones, Sage 1998
Cyberville: Clicks, Culture, and the Creation of an Online Town, Horn, Warner 1998
Disappearing Through the Skylight: Culture and Technology in the Twentieth Century, Hardison, none OOP
Electronic Discourse: Linguistic Individuals in Virtual Space, Davis / Brewer, SUNY 1997
Hamlet on the Holodeck: The Future of Narrative in Cyberspace, Horowitz-Murray, MIT 1997
Hypermedia and Literary Studies, Landow (ed.), MIT Press 1994
Hypertext 2.0: The Convergence of Contemporary Critical Theory and Technology, Landow, Johns Hopkins 1997
Internet Culture, Porter (ed.), Routledge 1997
Life on the Screen, Turkle, Touchstone 1997
Literacy Online: The Promise (And Peril) of Reading and Writing With Computers, Tuman (ed.), Univ of Pittsburgh Pr 1992
Media Virus!: Hidden Agendas in Popular Culture, Rushkoff, Ballantine Books 1996
My Tiny Life: Crime and Passion in a Virtual World, Dibbell, Owl Books 1999
Net Results.2: Best Practices for Web Marketing, Bruner et. al., New Riders 2000
Net Worth, Hagel / Singer, Harvard Business School Press 1999
Network and Netplay, Sudweeks (ed.), M.I.T. 1998
No Logo: Taking Aim at the Brand Bullies, Klein, Picador USA 2000
No Sense of Place: The Impact of Electronic Media on Social Behavior, Meyrowitz, Oxford 1986
Playing the Future: What We Can Learn from Digital Kids, Rushkoff, Riverhead Books 1999
Startup: A Silicon Valley Adventure, Kaplan, Penguin 1996
Textual Poachers: Television Fans & Participatory Culture, Jenkins, Routledge 1992
The Computer as Medium, Andersen, Cambridge U. Press 1994
The Control Revolution: How The Internet is Putting Individuals in Charge and Changing the World We Know, Shapiro / Leone, Public Affairs 1999
The Death of Literature, Kernan, Yale 1992
The Electronic Word: Democracy, Technology, and the Arts, Lanham, U. of Chicago 1995
The Media Lab: Inventing the Future at M.I.T., Brand, Penguin 1988
The Nudist on the Late Shift: And Other True Tales of Silicon Valley, Bronson, Random House 1999
Virtual Culture: Identity and Communication in Cybersociety, Jones, Sage 1997
Where Wizards Stay Up Late: The Origins of the Internet, Hafner / Lyon, Touchstone 1998
Word Perfect: Literacy in the Computer Age, Tuman, U. Pittsburgh 1992
Writing Space: Computers, Hypertext, and the Remediation of Print, Bolter, Lawrence Erlbaum 2001
|
|
"The space of a fictional world is a construct, just as the characters and objects that occupy it are, or the actions that unfold within it. Typically, in realist and modernist writing, this spatial construct is organized around a perceiving subject, either a character or the viewing position adopted by a disembodied narrator. The hetertopian zone of postmodernist writing cannot be organized in this way, however. Space here is less constructed than deconstructed by the text, or rather constructed and deconstructed at the same time. Postmodernist fiction draws upon a number of strategies for constructing/deconstructing space, among them juxtaposition, interpolation, superimposition, and misattribution." --Brian McHale, Postmodernist Fiction (info)
|
|