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Communication games : the semiotic foundation of culture / by Eduardo Neiva.

By: Material type: TextTextSeries: Approaches to applied semiotics ; 5.Publication details: Berlin ; New York : Mouton de Gruyter, ©2007.Description: 1 online resource (xi, 306 pages) : illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783110897753
  • 311089775X
Subject(s): Genre/Form: Additional physical formats: Print version:: Communication Games : The Semiotic Foundation of Culture.DDC classification:
  • 302.2 22
LOC classification:
  • P94.6 .N45 2007eb
Other classification:
  • 02.02
  • AP 14000
Online resources:
Contents:
Acknowledgements -- Foreword -- About time -- The historical persistence of total ideologies -- A misleading alternative to total ideologies -- Games, the alternative -- Sex, selection, and culture -- The long road to the canonical conception of culture -- The common descent of nature and culture -- Strategies and Players -- Part 1 Canonical games -- 1. Conflict -- 1.1History, the speeches, and the funeral oration -- 1.2 Pericles� problems -- 1.3 What to praise -- 1.4 In praise of Athenian culture -- 1.5 The city in crisis -- 1.6 The answer before dying
2. Coordination2.1 Democracy, warfare, and the political system -- 2.2 The contrast of nature and conventions -- 2.3 To have a civic morality -- 2.4 Starting with signs -- 2.5 Exchanging signs -- 2.6 From signs to values -- 2.7 The political sign -- 3. Contract -- 3.1 Thorns in Augustine -- 3.2 The insufficiency of rhetoric -- 3.3 The importance of wisdom and happiness -- 3.4 The demise of the classical tradition -- 3.5 Undoing a labyrinth of doubts -- 3.6 Among digns -- 3.7 Which meaning? -- 3.8 Signs and things -- 3.9 Knowledge and semiosis
3.10 How and where to find the norms3.11 The light within the heart -- Part 2 Ancestral games -- 4. Origin -- 4.1 The anthropological ideology -- 4.2 Cultural cohesion -- 4.3 Nature approximately -- 4.4 Predators and prey in interaction -- 4.5 Cooperation and conflict within species -- 4.6 Signs displayed -- 4.7 A natural typology of human societies -- 4.8 Toward sex -- 5. Sex, signals -- 5.1 The case for individuality -- 5.2 The case for sex -- 5.3 Live sex -- 5.4 The maintenance of sex; The fall of the virgin lesbians -- 5.5 Winning without winning
5.6 Choosing a mate, selecting signs5.7 Signs in a continuously drifting world -- 5.8 Deceptive and honest signalling -- 5.9 Why not deception everywhere? -- 5.10 Truth without conventions -- Part 3 Individual games -- 6. Strategies -- 6.1 Anatomy of the game -- 6.2 Complex utility -- 6.3 Adding up to zero -- 6.4 Pennies for your thoughts -- 6.5 Ruling the game -- 6.6 In equilibrium -- 6.7 Cutting and choosing the slices of a magical pizza -- 7. Players -- 7.1 The storm blast came -- 7.2 A ghastly crew of uncooperative players -- 7.3 Serving time
7.4 Unto others7.5 The tit-for-tat blues -- 7.6 Someone�s gotta give -- 7.7 It is not yellow; it is Chicken -- 7.8 Signs of asymmetry and asymmetric players -- 7.9 Types, tokens, and inflated signs -- Afterword -- The cause of conflict between cultures -- Sexualized culture -- The traditional fallacies of cultural semiotics -- The future of cultural semiotics -- Notes -- References -- Index
Summary: Communication Games is a new and radical interpretation of the relationship between culture and communication. It explores the idea that culture and communication studies should be seen predominantly in relation to struggles and conflicts within the social arena. It criticizes the conventional heritage of the social sciences and humanities. Culture and communication are conceived not merely as means of integrating social actors, but as semiotic ways of providing fitness indicators that allow for the resolution of competition between individuals. From the perspective of Peircean semiotics and the Darwinian understanding of life processes, Communication Games redefines culture in terms of Darwin's notion of sexual selection. Moving on from the realization that sexual selection creates individual organisms with conflicting interests, Communication Games emphasizes the contribution of game theory to semiotics and communication studies. The book demonstrates how cooperation and shared conventions eventually emerge, and how conflicts are resolved through the display of costly and inflated signs. It is from these inflated signs and the escalation of excessive messages that cultures gain a certain degree of stability. Communication Games proposes a new way of understanding culture, communication, and semiotic exchange in terms of game theory.
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Includes bibliographical references (pages 265-296) and index.

Acknowledgements -- Foreword -- About time -- The historical persistence of total ideologies -- A misleading alternative to total ideologies -- Games, the alternative -- Sex, selection, and culture -- The long road to the canonical conception of culture -- The common descent of nature and culture -- Strategies and Players -- Part 1 Canonical games -- 1. Conflict -- 1.1History, the speeches, and the funeral oration -- 1.2 Pericles� problems -- 1.3 What to praise -- 1.4 In praise of Athenian culture -- 1.5 The city in crisis -- 1.6 The answer before dying

2. Coordination2.1 Democracy, warfare, and the political system -- 2.2 The contrast of nature and conventions -- 2.3 To have a civic morality -- 2.4 Starting with signs -- 2.5 Exchanging signs -- 2.6 From signs to values -- 2.7 The political sign -- 3. Contract -- 3.1 Thorns in Augustine -- 3.2 The insufficiency of rhetoric -- 3.3 The importance of wisdom and happiness -- 3.4 The demise of the classical tradition -- 3.5 Undoing a labyrinth of doubts -- 3.6 Among digns -- 3.7 Which meaning? -- 3.8 Signs and things -- 3.9 Knowledge and semiosis

3.10 How and where to find the norms3.11 The light within the heart -- Part 2 Ancestral games -- 4. Origin -- 4.1 The anthropological ideology -- 4.2 Cultural cohesion -- 4.3 Nature approximately -- 4.4 Predators and prey in interaction -- 4.5 Cooperation and conflict within species -- 4.6 Signs displayed -- 4.7 A natural typology of human societies -- 4.8 Toward sex -- 5. Sex, signals -- 5.1 The case for individuality -- 5.2 The case for sex -- 5.3 Live sex -- 5.4 The maintenance of sex; The fall of the virgin lesbians -- 5.5 Winning without winning

5.6 Choosing a mate, selecting signs5.7 Signs in a continuously drifting world -- 5.8 Deceptive and honest signalling -- 5.9 Why not deception everywhere? -- 5.10 Truth without conventions -- Part 3 Individual games -- 6. Strategies -- 6.1 Anatomy of the game -- 6.2 Complex utility -- 6.3 Adding up to zero -- 6.4 Pennies for your thoughts -- 6.5 Ruling the game -- 6.6 In equilibrium -- 6.7 Cutting and choosing the slices of a magical pizza -- 7. Players -- 7.1 The storm blast came -- 7.2 A ghastly crew of uncooperative players -- 7.3 Serving time

7.4 Unto others7.5 The tit-for-tat blues -- 7.6 Someone�s gotta give -- 7.7 It is not yellow; it is Chicken -- 7.8 Signs of asymmetry and asymmetric players -- 7.9 Types, tokens, and inflated signs -- Afterword -- The cause of conflict between cultures -- Sexualized culture -- The traditional fallacies of cultural semiotics -- The future of cultural semiotics -- Notes -- References -- Index

Communication Games is a new and radical interpretation of the relationship between culture and communication. It explores the idea that culture and communication studies should be seen predominantly in relation to struggles and conflicts within the social arena. It criticizes the conventional heritage of the social sciences and humanities. Culture and communication are conceived not merely as means of integrating social actors, but as semiotic ways of providing fitness indicators that allow for the resolution of competition between individuals. From the perspective of Peircean semiotics and the Darwinian understanding of life processes, Communication Games redefines culture in terms of Darwin's notion of sexual selection. Moving on from the realization that sexual selection creates individual organisms with conflicting interests, Communication Games emphasizes the contribution of game theory to semiotics and communication studies. The book demonstrates how cooperation and shared conventions eventually emerge, and how conflicts are resolved through the display of costly and inflated signs. It is from these inflated signs and the escalation of excessive messages that cultures gain a certain degree of stability. Communication Games proposes a new way of understanding culture, communication, and semiotic exchange in terms of game theory.

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