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World Famous Comics: Playing the Future: How Kids' Culture Can Teach Us to Thrive in an Age of Chaos
Playing the Future: How Kids' Culture Can Teach Us to Thrive in an Age of Chaos
By: Douglas Rushkoff
Publisher: Harpercollins
Average Rating:4.50 out of 5.00 stars
Binding: Hardcover
Number of Items: 1
Number of Pages: 288
Publication Date: 1996-06
Studio: Harpercollins

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Playing the Future: How Kids' Culture Can Teach Us to Thrive in an Age of Chaos
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Editorial Comments

Amazon.com Review:
Just yesterday I read in the Busines Section of the New York Times that Rushkoff currently gets paid as much as $7,500 per hour to explain to VPs and CEOs of major corporations how to survive in a marketplace increasingly dominated by "channel-surfing gen-Xers". Whether you are a marketing mogul or one of the explicands curious about how your core being is being portrayed to media mavens, this is a book you should read -- if you've got the time.

Why the caveat? Much of his argument is that the much-dreaded "short attention span" is an adaptive response to a media-saturated world, which is probably no big surprise to you as an Internet user. But Rushkoff does have a way of making this and other seemingly basic arguments into a compelling and insightful book. My overall advice? Turn down any opportunities you might have to pay his $7,500 fees, and read a copy of this book instead.

Product Description:
The author of Cyberia explains how the media culture of today's youngsters is preparing them for the future and for a world in which surprise is constant and information pours in rapidly from hundreds of sources. $50,000 ad/promo. Tour.


Customer Reviews
Average Rating:4.50 out of 5.00 stars

5 out of 5 starsWitty, Erudite Look At Channel Surfing Culture ^
After the success of 'Media Virus' (1994), the pressure was on emminent cultural critic Douglas Rushkoff to deliver the goods with a powerful follow-up.

'Playing The Future' (released as 'Children of Chaos' elsewhere) has many intriguing topic including the study of Dungeons & Dragons and VR; Youth Subcultures (Goth, Skateboarding, Television, Computer Games); the longterm effects of new media shows; and the rise of Attention Deficit Disorders. Rushkoff dares to suggest with the last that they may be useful as 'coping strategies' for the postmodern era of the individual drenched in UV ray computer monitor glows.

'Playing The Future' was marred by publisher errors that saw the book not promoted much in the U.S., although it was well received elsewhere. There was also an inevitable backlash against Rushkoff when a comment regarding a US$7500/hour fee from a single seminar was mentioned offhand during an interview and then promoted as Rushkoff selling out Generation X secrets to faceles trans-national monoliths. Rushkoff had forseen the growth of the Internet in 1989 and delivered much early ground-breaking work on cyberculture.

These public debates do not diminish the power of 'Playing The Future', which is crisply written and features many unique insights into the rise of Youth Culture and the future trajectory path of the Humanities. Rushkoff is not scared to take on institutions such as the conservative factions of the Christian Church and show that they are failing to adjust to the needs of youth in the contemporary environment.

'Playing The Future' will be re-released in late 1999 as 'Children of Chaos' within the United States. Rushkoff's insights and arguments have largely been on-track since the book's initial release.



5 out of 5 starsChannel surfing the planet with a witty genius friend ^

The blurb on the back of hardcover version of this book really says it all: This book is "like channel surfing the planet with a witty genius friend who can explain the pattern that connects it all together" (Mark Frauenfelder, Online editor, Wired magazine).

The book is reads like a compilation of short sections, each of which deals with an issue to do with our current culture. Since he is a media analyst, much of Rushkoff's emphasis is on the media and modern technology. His contention is that the world of today and the future is changing rapidly. We are moving from the Machine Age to the Information Age, and much of this move is being driven by the media, and underpinned by changing technologies. Many older people are afraid of these changes and are doing all within their power to stop or at least slow it down, and are lamenting the change in attitudes and involvement of young people.

Rushkoff contends that we are disadvantaging young people today by not allowing this technology to develop and impact our lives, and that by fighting against it, we are diminishing the ability of our children to survive in the new world. He has an evolutionary basis of thought, believing that technology is the key to a new jump in man's evolutionary development. Although we may not agree with him on this point, whether we believe in evolution or not, we must agree with his assessment of the future - that the world is changing very rapidly and is not the same place it used to be. We need to adapt and change in order just to survive, let alone successfully manage the future.

Rushkoff looks at issues such as snowboarding, skateboarding, comics, movies, Star Trek, Barney, Dungeons and Dragons and other role-playing games, Goths culture, the media, video games, the Internet, UFO abductions, and many other examples of modern culture and it's effects.

In each of these views of issues, he highlights how the issue demonstrates the shift from the Machine Age to the Information Age, and how it shows the need for less structural controls and more "grass roots level" involvement of people. He maintains that "chaos" is the only legitimate basis for the new culture. By this, he means an organismic interaction between people, by means of technologically advanced equipment. The Internet provides the best example of how communities of like minded individuals will develop and self-regulate their activities. This is his view of how all structure within society should work, from government, to media and everything. We need to be free of all restraints and governance from above.

Whether this optimistic view of humanity's ability to do this is well-founded or not, as Christians there is much good to be gained by an analysis of Rushkoff's work. He often refers to the church, and correctly points out the weaknesses of the existing church in the new era of chaos. He even has some good ideas for churches. But his book's value is that it helps us to put practical examples onto our understanding of a changing youth culture. His book provides valuable material for analysis of modern youth culture, and for planning short to medium term strategies for the future. It also provides those who want to change with some good counter-arguments against the nay-sayers and those afraid of the future.

This is a well researched book, which I thoroughly enjoyed reading.



4 out of 5 starsInspiring ideas about the media-culture we are living in ^
Beside some the One-Thing-Ideas (e.g. in context with holography)and some strange humanistic ideas, mainly at the end of the book, it is extremely inspiring and gives unconventional ideas and thoughts about the culture we are living in. Many things like TV or politics or the combination between technics and human culture are seen from a vital counterpoint - just in contrary to usual moralistic opinion.


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