These reviews are now available to read through Project Muse and in the printed Journal, Volume 53, Double Issue 3 & 4.
The Econimization of Life, by Michelle Murphy, reviewed by Marika Cifor
Michelle Murphy provocatively describes the twentieth-century rise of infrastructures of calculation and experiment aimed at governing population for the sake of national economy, pinpointing the spread of a potent biopolitical logic. Resituating the history of postcolonial neoliberal technique in expert circuits between the United States and Bangladesh, Murphy traces the methods and imaginaries through which family planning calculated lives not worth living, lives not worth saving, and lives not worth being born. The resulting archive of thick data transmuted into financialized “Invest in a Girl” campaigns that reframed survival as a question of human capital. The book challenges readers to reject the economy as our collective container and to refuse population as a term of reproductive justice. (Duke University Press)
A Mind at Play: How Claude Shannon Invented the Information Age, by Jimmy Soni and Rob Goodman, reviewed by Edward Goedeken
The life and times of one of the foremost intellects of the twentieth century: Claude Shannon—the neglected architect of the Information Age, whose insights stand behind every computer built, email sent, video streamed, and webpage loaded. In this elegantly written, exhaustively researched biography, Jimmy Soni and Rob Goodman reveal Claude Shannon’s full story for the first time.
Programmed Inequality: How Britain Discarded Women Technologists and Lost its Edge in Computing, by Marie Hicks, reviewed by Megan Finn
Marie Hicks explores the story of labor feminization and gendered technocracy that undercut British efforts to computerize. That failure sprang from the government’s systematic neglect of its largest trained technical workforce simply because they were women. Women were a hidden engine of growth in high technology from World War II to the 1960s. As computing experienced a gender flip, becoming male-identified in the 1960s and 1970s, labor problems grew into structural ones and gender discrimination caused the nation’s largest computer user—the civil service and sprawling public sector—to make decisions that were disastrous for the British computer industry and the nation as a whole. (MIT Press)
Atari Age: The Emergence of Video Games in America, by Michael Z. Newman, reviewed by Roderic Crooks
Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. (MIT Press)
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