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
2019
|
Ausgabe: | First isseued in paperback |
Schriftenreihe: | Routledge advances in game studies
11 |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext Inhaltsverzeichnis Klappentext |
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: | xi, 210 Seiten Illustrationen |
ISBN: | 9780367885359 |
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Datensatz im Suchindex
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Contents List of Figures Acknowledgements ix 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
Videogames, Identity and Digital Subjectivity This book argues that videogames offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, games are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modelling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dra matizing 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. Rob Gallagher is a Postdoctoral Researcher based at King’s College London, UK. As part of the Ego-Media team, his research addresses the impact of new technologies on notions of identity and practices of self-presentation. His work has appeared in Games and Culture, Film Criticism and The New Inquiry.
Contents List of Figures Acknowledgements ix 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
Videogames, Identity and Digital Subjectivity This book argues that videogames offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, games are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modelling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dra matizing 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. Rob Gallagher is a Postdoctoral Researcher based at King’s College London, UK. As part of the Ego-Media team, his research addresses the impact of new technologies on notions of identity and practices of self-presentation. His work has appeared in Games and Culture, Film Criticism and The New Inquiry. |
adam_txt |
Contents List of Figures Acknowledgements ix 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
Videogames, Identity and Digital Subjectivity This book argues that videogames offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, games are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modelling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dra matizing 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. Rob Gallagher is a Postdoctoral Researcher based at King’s College London, UK. As part of the Ego-Media team, his research addresses the impact of new technologies on notions of identity and practices of self-presentation. His work has appeared in Games and Culture, Film Criticism and The New Inquiry.
Contents List of Figures Acknowledgements ix 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
Videogames, Identity and Digital Subjectivity This book argues that videogames offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, games are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modelling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dra matizing 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. Rob Gallagher is a Postdoctoral Researcher based at King’s College London, UK. As part of the Ego-Media team, his research addresses the impact of new technologies on notions of identity and practices of self-presentation. His work has appeared in Games and Culture, Film Criticism and The New Inquiry. |
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edition | First isseued in paperback |
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spelling | Gallagher, Rob Verfasser (DE-588)1224022262 aut Videogames, identity and digital subjectivity Rob Gallagher First isseued in paperback London Routledge, Taylor & Francis Group 2019 xi, 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 Äquivalent Druck-Ausgabe, Hardcover 978-1-138-22898-6 Erscheint auch als Online-Ausgabe 978-1-315-39093-2 Routledge advances in game studies 11 (DE-604)BV042774894 11 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032302872&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032302872&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032302872&sequence=000005&line_number=0003&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032302872&sequence=000007&line_number=0004&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
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_exact_search_txtP | 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 |
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