Brenda Laurel Quotes
Culture and technology exist in a dynamic reciprocal relationship. Culture comprehends technology through the means of narratives or myths, and those narratives influence the future shape and purposes of technology. The culture-technology circuit is at the heart of cultural evolution.
Laurel, Brenda. Utopian Entrepreneur. MIT Press, 2001.
Blight was referring to one classic example where the myth developed in the South and spread to the rest of the country, that the Civil war motivation was not to maintain slavery but a noble fight for freedom and states rights. Nothing could be further from the truth. Most of the seceding states had a legislative declaration of secession and all of them stated maintaining slavery was the cause of the war and secession. None mentioned a general principle of states’ rights. As a matter of fact the State’s rights issue went the other way. It was the Northern states that refused to obey the Dred Scott decision of the Supreme Court to return fugitive slaves. The Northern states claimed State’s rights and the South responded that states had no right to nullify a Federal Law that had been upheld as constitutional by the Supreme Court. The historical myths that nations create, puts a more acceptable veneer on disreputable behavior of the past. The United States does this but other nations do as well, and some of the myths cause conflict and violence hundreds of years later as with the Balkans where each ethnic subgroup has its own myths all of which are wrong but believed.
Brenda Laurel, Ph.D. is a video game designer and researcher. She is an advocate for diversity and inclusiveness in video games, a "pioneer in developing virtual reality", a public speaker, and an academic. She is also a board member at several companies and organizations. She was founder and chair of the Graduate Design Program at California College of the Arts (2006–2012). as well as the Media Design graduate program at Art Center College of Design (2000–2006). She has worked for Atari, co-founded the game development studio Purple Moon, and served as an interaction design consultant for multiple companies including Sony Pictures, Apple, and Citibank. Her current work focuses on STE(A)M learning, and the application of augmented reality within it.