Writing on Raving is the definitive mix of voices from the Brooklyn underground rave scene and beyond, providing fresh language for the shared and infinitely varied experience of dancing through the night until the morning.
New York rave culture is having a moment. The music, mostly, is techno, certain flavors of which became the soundtrack to a dancefloor culture that is queer in a different way to house music centered gay nightlife. Wark, Mak and Beery want to document and annotate and celebrate, but also critique, this world in the making. Writing on Raving centers the New York scene, but isn't limited to it.
This is a book for all of those who need the rave. Who need to dance. Who have at some point needed that beat in their lives. This is a book for all those who have journeyed through the night, through sound, through movement, through chemistry, into other places, other times, other encounters.
This seeking gives us hours, years, on the dance floor to think about why we rave, to locate these reasons in our bodies and the space around us. But the rave is not the place to articulate them. It is too loud; our friends are too distracted, or too high. At the afters, tired and drained and covered in schmutz, we think some more. We look around at our raver friends, and wonder: How did we get here? What happened to us? What is this tentacular, thrashing, swelling thing that we all made together? That thing that is now slumped and aching and coming down now into our fragmentary, singular lives?
Between all of us, there are many answers to such questions. Wark, Mak and Beery have gathered their favorite ones to share in this first-ever anthology of writing on raving.
Writing on Raving is a night of readings and performances about nightlife, dancing, and techno, about why we love these things, but also how that love is complicated. It brings together a diverse range of writers whose dispatches from dance floors, bedrooms, and their own histories hold a mirror to a community whose cultural preservation is still emergent. The series was founded in 2021 by Geoffrey Mak, Zoë Beery and McKenzie Wark and has included events in Brooklyn, San Francisco, and Los Angeles.
A double is haunting the world--the double of abstraction, the virtual reality of information, programming or poetry, math or music, curves or colorings upon which the fortunes of states and armies, companies and communities now depend. The bold aim of this book is to make manifest the origins, purpose, and interests of the emerging class responsible for making this new world--for producing the new concepts, new perceptions, and new sensations out of the stuff of raw data.
A Hacker Manifesto deftly defines the fraught territory between the ever more strident demands by drug and media companies for protection of their patents and copyrights and the pervasive popular culture of file sharing and pirating. This vexed ground, the realm of so-called intellectual property, gives rise to a whole new kind of class conflict, one that pits the creators of information--the hacker class of researchers and authors, artists and biologists, chemists and musicians, philosophers and programmers--against a possessing class who would monopolize what the hacker produces. Drawing in equal measure on Guy Debord and Gilles Deleuze, A Hacker Manifesto offers a systematic restatement of Marxist thought for the age of cyberspace and globalization. In the widespread revolt against commodified information, McKenzie Wark sees a utopian promise, beyond the property form, and a new progressive class, the hacker class, who voice a shared interest in a new information commons.Listen to a short interview with McKenzie WarkHost: Chris Gondek Producer: Heron & Crane
Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field--where we get ahead on our strengths or not at all. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.The author's capacity to grasp and interpret these [world media] events is astounding, and her ability to provide insights into a world where unbounded information is circling the earth with the speed of light is startling. --Choice
. . . a wide-ranging, quirky and dextrous mix of description, theory and analysis, that documents the perils of the global telecommunications network . . . --Times Literary Supplement
. . . this is a stimulating, even moving, book, dense with ideas and with many quotable lines. --The New Statesman
Wark is one of the most original and interesting cultural critics writing today. --Lawrence Grossberg
McKenzie Wark writes about the experience of everyday life under the impact of increasingly global media vectors. We no longer have roots, we have aerials. We no longer have origins, we have terminals.
The telegraph, telephone, and television, not to mention the Internet and mobile telephony, are all forms of communication that move information faster than the speed at which objects move. Both labor and capital and armies and commodities once moved at the same speed as the information organizing them. Over the last two centuries, social space has developed a strange folded quality, where physical space comes more and more to be doubled by a space of the movement of information. Telesthesia, or perception at a distance, comes increasingly to characterize how we see and hear and know the world.
How does the evolution of different communication forms affect how we can perceive and act? How can the underlying infrastructure of communication forms be detected in the events of everyday life? These are the central questions animating this book. McKenzie Wark first explores relations between metropolitan and peripheral cultures - or postcolonial relations - with close attention to the texture of events that can happen when perception is mediated. He then examines what were once called postmodern experiences, and how relations of communication create new kinds of class relations and experiences of everyday life, from 9/11 to Occupy Wall Street.