Videogames, identity and digital subjectivity:
"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 incorpor...
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
London
Routledge, Taylor & Francis Group
2018
|
Schriftenreihe: | Routledge Advances in Game Studies
11 |
Schlagworte: | |
Online-Zugang: | 10.4324/9781315390949 Click here to view Inhaltsverzeichnis |
Zusammenfassung: | "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.? "--Provided by publisher |
Beschreibung: | 210 Seiten Illustrationen |
ISBN: | 9781138228986 |
Internformat
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650 | 7 | |a GAMES / Video & Electronic |2 bisacsh | |
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Datensatz im Suchindex
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---|---|
adam_text |
Contents
List of Figures ix
Acknowledgements xi
1 Digital Subjects: Videogames, Technology and Identity 1
2 Datafied Subjects: Profiling and Personal Data 18
3 Private Subjects: Secrecy, Scandal and Surveillance 51
4 Beastly Subjects: Bodies and Interfaces 84
5 Synthetic Subjects: Horror and Artificial Intelligence 114
6 Mobile Subjects: Framing Selves and Spaces 141
7 Productive Subjects: Time, Value and
Gendered Feelings 171
Index 205 |
any_adam_object | 1 |
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discipline | Allgemeines |
format | Book |
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illustrated | Illustrated |
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institution | BVB |
isbn | 9781138228986 |
language | English |
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physical | 210 Seiten Illustrationen |
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publisher | Routledge, Taylor & Francis Group |
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series | Routledge Advances in Game Studies |
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spelling | Gallagher, Rob Verfasser (DE-588)1224022262 aut Videogames, identity and digital subjectivity Rob Gallagher London Routledge, Taylor & Francis Group 2018 210 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Routledge Advances in Game Studies 11 "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.? "--Provided by publisher GAMES / Video & Electronic bisacsh Video Games New Media Cultural Studies Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s DE-604 Erscheint auch als Online-Ausgabe 978-1-315-39093-2 Routledge Advances in Game Studies 11 (DE-604)BV042774894 11 10.4324/9781315390949 http://www.tandfebooks.com/isbn/9781315390949 Click here to view Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029826946&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Gallagher, Rob Videogames, identity and digital subjectivity Routledge Advances in Game Studies GAMES / Video & Electronic bisacsh Video Games New Media Cultural Studies Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4010457-6 |
title | Videogames, identity and digital subjectivity |
title_auth | Videogames, identity and digital subjectivity |
title_exact_search | Videogames, identity and digital subjectivity |
title_full | Videogames, identity and digital subjectivity Rob Gallagher |
title_fullStr | Videogames, identity and digital subjectivity Rob Gallagher |
title_full_unstemmed | Videogames, identity and digital subjectivity Rob Gallagher |
title_short | Videogames, identity and digital subjectivity |
title_sort | videogames identity and digital subjectivity |
topic | GAMES / Video & Electronic bisacsh Video Games New Media Cultural Studies Computerspiel (DE-588)4010457-6 gnd |
topic_facet | GAMES / Video & Electronic Video Games New Media Cultural Studies Computerspiel |
url | 10.4324/9781315390949 http://www.tandfebooks.com/isbn/9781315390949 http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029826946&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
volume_link | (DE-604)BV042774894 |
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