Playing the Future: What We Can Learn from Digital Kids

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Riverhead Books, 1999 - Social Science - 278 pages
Do "The Simpsons" represent a leap forward in media consciousness? Do Sega video games andchannel-surfing offer new strategies for coping in a world fraught with unpredictability? Canraves, snowboarding, or online chatting teach us something about adapting to cultural change?Douglas Rushkoff, "one of the great thinkers and writers of our time" (Timothy Leary) says yes, yes, and yes.

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About the author (1999)

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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