E-Book, Englisch, 222 Seiten
Gallagher Videogames, Identity, and Digital Subjectivity
Erscheinungsjahr 2017
ISBN: 978-1-315-39093-2
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
E-Book, Englisch, 222 Seiten
Reihe: Routledge Advances in Game Studies
ISBN: 978-1-315-39093-2
Verlag: Taylor & Francis
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Mediensoziologie
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
Weitere Infos & Material
Introduction
1. Data Subjects: Identity as Information
2. Private Subjects: Scandal and Surveillance
3. Beastly Subjects: Bodies and Breeding
4. Synthetic Subjects: Encounters with AI
5. Mobile Subjects: Traversing Digital Spaces
6. Saleable Subjects: Negotiating Networked Economies
Conclusion