LEADER 03438nam 22006014a 450 001 9910778887303321 005 20230422040756.0 035 $a(CKB)111004366547674 035 $a(EBL)3338418 035 $a(SSID)ssj0000137306 035 $a(PQKBManifestationID)11151427 035 $a(PQKBTitleCode)TC0000137306 035 $a(PQKBWorkID)10088430 035 $a(PQKB)10021496 035 $a(MiAaPQ)EBC3338418 035 $a(OCoLC)50853807$z(OCoLC)48846007$z(OCoLC)50689032$z(OCoLC)559435143$z(OCoLC)648371060$z(OCoLC)722745538$z(OCoLC)728043129$z(OCoLC)888768958$z(OCoLC)923251504$z(OCoLC)961633856$z(OCoLC)962672261 035 $a(OCoLC-P)50853807 035 $a(MaCbMITP)2366 035 $a(Au-PeEL)EBL3338418 035 $a(CaPaEBR)ebr2001005 035 $a(OCoLC)923251504 035 $a(EXLCZ)99111004366547674 100 $a19990524g20009999 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aDesign rules$b[electronic resource] /$fCarliss Y. Baldwin and Kim B. Clark 210 $aCambridge, Mass. $cMIT Press$dc2000- 215 $a1 online resource (480 p.) 300 $aDescription based upon print version of record. 320 $aIncludes bibliographical references (p. [419]-452) and index. 327 $av . 1. The power of modularity. 330 $aWe live in a dynamic economic and commercial world, surrounded by objects of remarkable complexity and power. In many industries, changes in products and technologies have brought with them new kinds of firms and forms of organization. We are discovering news ways of structuring work, of bringing buyers and sellers together, and of creating and using market information. Although our fast-moving economy often seems to be outside of our influence or control, human beings create the things that create the market forces. Devices, software programs, production processes, contracts, firms, and markets are all the fruit of purposeful action: they are designed. Using the computer industry as an example, Carliss Y. Baldwin and Kim B. Clark develop a powerful theory of design and industrial evolution. They argue that the industry has experienced previously unimaginable levels of innovation and growth because it embraced the concept of modularity, building complex products from smaller subsystems that can be designed independently yet function together as a whole. Modularity freed designers to experiment with different approaches, as long as they obeyed the established design rules. Drawing upon the literatures of industrial organization, real options, and computer architecture, the authors provide insight into the forces of change that drive today's economy. 606 $aElectronic digital computers$xDesign and construction$xHistory 606 $aModularity (Engineering) 606 $aComputer industry$xHistory 606 $aIndustrial organization 615 0$aElectronic digital computers$xDesign and construction$xHistory. 615 0$aModularity (Engineering) 615 0$aComputer industry$xHistory. 615 0$aIndustrial organization. 676 $a621.39 700 $aBaldwin$b Carliss Y$g(Carliss Young)$01475880 701 $aClark$b Kim B$0115337 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910778887303321 996 $aDesign rules$93690263 997 $aUNINA LEADER 04025nam 22007455 450 001 9910984693603321 005 20250301115233.0 010 $a9783031771262$b(electronic bk.) 010 $z9783031771255 024 7 $a10.1007/978-3-031-77126-2 035 $a(MiAaPQ)EBC31927649 035 $a(Au-PeEL)EBL31927649 035 $a(CKB)37736034700041 035 $a(DE-He213)978-3-031-77126-2 035 $a(OCoLC)1504577499 035 $a(EXLCZ)9937736034700041 100 $a20250301d2025 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 14$aThe Call of the Eco-Weird in Fiction, Films, and Games /$fedited by Brian Hisao Onishi, Nathan M. Bell 205 $a1st ed. 2025. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Palgrave Macmillan,$d2025. 215 $a1 online resource (281 pages) 225 0 $aReligion and Philosophy Series 311 08$aPrint version: Onishi, Brian Hisao The Call of the Eco-Weird in Fiction, Films, and Games Cham : Palgrave Macmillan,c2025 9783031771255 327 $aChapter 1: Introduction -- Chapter 2: Fungal Fictions: New Weird Materialism and Mycelial Biohorror -- Chapter 3: Departing the Place Once Familiar: Lovecraft?s Eco-Weird Thought -- Chapter 4: The Weird as Crisis Genre: Tipping Points, Ontological Reorientation, and the Desert Tide in Algernon Blackwood?s ?Sand? (1912) -- Chapter 5: Weird Ecology and the Deconstruction of the Globe -- Chapter 6: Hermeneutics and the Eco-Weird -- Chapter 7: (Eco)-Weirding Folk Horror in Alex Garland?s Men -- Chapter 8: Staying with the Weird: Apophatic Wonder and Cosmographic Exploration in Eco-Weird Games -- Chapter 9: Tabletop Eco-Weird: Gameplay Experience and Ecological Ethics -- Chapter 10: Forms and Themes of the Eco-Weird: Experimentation and Play in a Warming World. 330 $aThis edited volume identifies and analyses the Eco-Weird as an interdisciplinary theoretical tool for engaging in fictional, philosophical, filmic, and ludic texts. It is the first volume to engage in the study of the Eco-Weird, which is a developing field at the intersection of environmental thought and Weird fiction, broadly construed to include literature, games, films, art, and television shows. The Eco-Weird has intersections with other literary and scholarly fields, including horror studies, game studies, phenomenology, literary criticism, and eco-criticism, but provides a unique set of tools to engage both its texts and the ongoing environmental crises of climate change, environmental justice, pollution, and more. Brian Hisao Onishi is an Associate Professor of Philosophy and Environmental Studies at Pennsylvania State University, Altoona, PA, USA.Nathan M. Bell is a lecturer in Philosophy at Dallas College, Dallas, TX, USA. . 606 $aPhilosophy of nature 606 $aPhenomenology 606 $aEcocriticism 606 $aFiction 606 $aMotion pictures 606 $aTelevision broadcasting 606 $aGames 606 $aPhilosophy of Nature 606 $aPhenomenology 606 $aEcocriticism 606 $aFiction Literature 606 $aFilm and Television Studies 606 $aGames Studies 615 0$aPhilosophy of nature. 615 0$aPhenomenology. 615 0$aEcocriticism. 615 0$aFiction. 615 0$aMotion pictures. 615 0$aTelevision broadcasting. 615 0$aGames. 615 14$aPhilosophy of Nature. 615 24$aPhenomenology. 615 24$aEcocriticism. 615 24$aFiction Literature. 615 24$aFilm and Television Studies. 615 24$aGames Studies. 676 $a113 700 $aOnishi$b Brian Hisao$01460304 701 $aBell$b Nathan M$01790131 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910984693603321 996 $aThe Call of the Eco-Weird in Fiction, Films, and Games$94326234 997 $aUNINA