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Titlebook: Gizmos or: The Electronic Imperative; How Digital Devices Arthur Asa Berger Book 2015 The Editor(s) (if applicable) and The Author(s) 2015

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Video Game Consoles and Video Games: ,n video games of 2013. This is followed by a discussion of the attributes of video games, such as immersion and interactivity, and the problem of video game addiction. Finally I offer an analysis of PacMan as an example of how video games reflect important themes in American culture.
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sing accessible, conversational language and numerous illustrations, Berger deconstructs familiar objects and media for readers ranging from field specialists to everyday cultural consumers alike.978-1-137-56545-7
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HarnessingBiological Complexityhe popularity of tablets is connected to certain imperatives in the collective consumer unconscious. The tablet is an important example of a product that people didn’t know they wanted until they could get them.
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Harnessing VLSI System Design with EDA Toolsscussion of a device, the narrative clip, that takes a photograph every thirty seconds and sends them to a computer for editing. I suggest that at the unconscious level, this device reflects an attempt we make to assert that our lives are important and have meaning. The chapter ends with a discussion of Google’s Glass device.
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Tablet Computers: ,he popularity of tablets is connected to certain imperatives in the collective consumer unconscious. The tablet is an important example of a product that people didn’t know they wanted until they could get them.
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Digital Cameras and Photography: ,scussion of a device, the narrative clip, that takes a photograph every thirty seconds and sends them to a computer for editing. I suggest that at the unconscious level, this device reflects an attempt we make to assert that our lives are important and have meaning. The chapter ends with a discussion of Google’s Glass device.
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