[T]he parrhesia in social media may set individuals against one another in pointless struggles for authenticity while precluding them from uniting politically to fight for shared goals against those remote elites. The satisfaction of those games, the “self” and “truth” that emerges from those compulsions [...] make the present tolerable or even pleasurable while altering nothing about a general condition that makes people feel overburdened, depressed, precarious, excluded, humiliated. There is a pale satisfaction in making a limited truth in the moment, even if it has no effect on the distribution of power or the way one is known by society.In a series of recent posts at The New Inquiry, Rob Horning writes about the construction of the self in social media as novelistic pleasure, ego depletion, and Foucauldian truth game.
A study-based analysis of UK gaming magazines in the 1980s and 90s argues that the analysis of computer games, independent of attributes such as the platform or narrative, becomes more evident after March 1985 when the term 'gameplay' begins to be used in this media.
" Thus in today’s China one confronts the paradox of a communist regime that is at ideological loggerheads with left-leaning intellectuals, but which finds pro-Western, liberal intellectuals on the whole quite congenial." Richard Wolin is Dreaming In Chinese...
Who said structuralism was dead? John Curran posts Great Diagrams in Anthropology, Linguistics, and Social Theory - an illustrated assortment of sociology's greatest hits, arranged neatly for your viewing pleasure.