Program or Be Programmed: Ten Commands for a Digital Age

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Program or Be Programmed: Ten Commands for a Digital Age

by Douglas Rushkoff
Illustrator Leland Purvis

Counterpoint | September 6, 2011 | Trade Paperback

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The debate over whether the Net is good or bad for us fills the airwaves and the blogosphere. But for all the heat of claim and counter-claim, the argument is essentially beside the point: It''s here; it''s everywhere. The real question is, do we direct technology, or do we let ourselves be directed by it and those who have mastered it? "Choose the former," writes Rushkoff, "and you gain access to the control panel of civilization. Choose the latter, and it could be the last real choice you get to make." In ten chapters, composed of ten "commands" accompanied by original illustrations from comic artist Leland Purvis, Rushkoff provides cyber enthusiasts and technophobes alike with the guidelines to navigate this new universe. In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping readers come to recognize programming as the new literacy of the digital age??and as a template through which to see beyond social conventions and power structures that have vexed us for centuries. This is a friendly little book with a big and actionable message.

Format: Trade Paperback

Dimensions: 152 pages, 7 × 5 × 0.27 in

Published: September 6, 2011

Publisher: Counterpoint

Language: English

The following ISBNs are associated with this title:

ISBN - 10: 159376426X

ISBN - 13: 9781593764265

Found in: Current Events

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Program or Be Programmed: Ten Commands for a Digital Age

by Douglas Rushkoff
Illustrator Leland Purvis

Format: Trade Paperback

Dimensions: 152 pages, 7 × 5 × 0.27 in

Published: September 6, 2011

Publisher: Counterpoint

Language: English

The following ISBNs are associated with this title:

ISBN - 10: 159376426X

ISBN - 13: 9781593764265

From the Publisher

The debate over whether the Net is good or bad for us fills the airwaves and the blogosphere. But for all the heat of claim and counter-claim, the argument is essentially beside the point: It''s here; it''s everywhere. The real question is, do we direct technology, or do we let ourselves be directed by it and those who have mastered it? "Choose the former," writes Rushkoff, "and you gain access to the control panel of civilization. Choose the latter, and it could be the last real choice you get to make." In ten chapters, composed of ten "commands" accompanied by original illustrations from comic artist Leland Purvis, Rushkoff provides cyber enthusiasts and technophobes alike with the guidelines to navigate this new universe. In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping readers come to recognize programming as the new literacy of the digital age??and as a template through which to see beyond social conventions and power structures that have vexed us for centuries. This is a friendly little book with a big and actionable message.

About the Author

Douglas Rushkoff was born on February 18, 1961. After graduating from Princeton University he received an MFA in Directing from California Institute of the Arts. He has written numerous magazine columns on topics including cyberculture and has been aired on CBS Sunday Morning and NPR's All Things Considered and published in The New York Times and Time magazine. Rushkoff has taught at the MaybeLogic Academy, NYU's Interactive Telecommunications Program, and the Esalen Institute, and he teaches media studies at the New School University. Rushkoff lectures around the world about media, art, society, and change at conferences and universities. He consults to museums, governments, synagogues, churches, universities, and companies on new media arts and ethics. Rushkoff won the first Neil Postman award for Career Achievement in Public Intellectual Activity. He is on the Boards of the Media Ecology Association, The Center for Cognitive Liberty and Ethics, Technorealism, The National Association for Media Literacy Education, MeetUp.com, and Hyperwords. His bestselling books include graphic novels, Cyberia, Media Virus, Playing the Future, Nothing Sacred: The Truth about Judaism, Get Back in the Box: Innovation from the Inside Out, Coercion, and Life Inc.
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