Posthumanism in digital culture: cyborgs, gods and fandom
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Bingley [und weitere]
Emerald Publishing
2021
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Ausgabe: | First edition |
Schriftenreihe: | Digital activism and society
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | ix, 159 Seiten |
ISBN: | 9781800431089 |
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Datensatz im Suchindex
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adam_text | Table of Contents List of Tables xi Abstract xm Preface xv Acknowledgements Introduction Chapter 1 xvii 1 Literature Review: From Human toPosthuman 1.1 Classical Humanism - LiberalandSecular/Social 1.2 The Birth of the Anthropocene and Humanity Losing ‘Humanity’ 1.3 Introduction to Trans/PosthumanTheory 1.3.1 Constructing the ‘Posthuman’ - Definitions, History and Culture 1.3.2 The Modern Transhuman - Twentieth Century Theory and Beyond 1.3.3 Ghost in the Shell ֊ New Materialism and Objects as Subjects 1.4 Video Game Literature: Game Manual 1.4.1 A New Medium 1.4.2 Ludology and Narratology (1) - To Tell a Story 1.4.3 Ludology and Narratology (2) - Game Design 1.4.4 Games in Real Life - Applications 1.4.5 ‘Are You a Boy or a Girl?’ ֊ Gender and Video Games 9 9 13 17 18 20 22 23 23 24 25 26 28
viii Table of Contents Chapter 2 Chapter 3 1.4.6 Video Games and the Transhuman 1.5 Sci-Fi Literature: The Final Frontier 1.5.1 Formats - SF as You Like It 1.5.2 Influence - The Men Behind the Monsters 1.5.3 Themes - Of SF and the Trans/Posthuman 1.5.4 Ethics and SF versus Real Science 1.5.5 Cyborgs, Androids and Other Fantastic Technology 1.5.6 The Transhuman Future, Race and the Other’ 1.6 Fan Studies Literature: Global Fandom 1.6.1 Of Fan Studies and the ‘Aca-Fan’ 1.6.2 Fandom (1) ֊ Japan’s Cultural Exports 1.6.3 Fandom (2) ֊ Games and Gamers 1.6.4 Online Communities and Dynamic Fans 1.6.5 Conventions and Fan Societies 1.7 Theoretical Framework: Body, Identity and Power 1.7.1 The Changing Body 1.7.2 I, Human ֊ Identity and the Trans/ Posthuman 1.7.3 Agents in the Matrix ֊ Posthuman Agency and Power 29 31 31 32 34 35 Methodology 2.1 Media Studies Methodology: Case Studies 2.1.1 Science Fiction Methodologies 2.1.2 Video Game Methodologies 2.1.3 Bringing the Two Together: Case Studies 2.2 Fan Studies Methodology ֊֊ ‘Nerd’ Ethnography, the ‘Aca-fan’ and Comic-Con Interviews 2.2.1 Fan Interviews 57 57 57 59 61 Body 3.1 Introduction 3.2 Xeno blade Chronicles: Giant Bodies, Changing Bodies 3.3 Xenoblade Chronicles X: Cold Storage 73 73 36 39 41 41 42 43 45 47 48 48 51 52 64 67 73 79
Table of Contents 3.4 3.5 3.6 ix EX_MACHINA՛. Bluebook’s Chamber Interviews/Discussion: The Wondrous Body Conclusion 83 88 92 Chapter 4 Identity 4.1 Introduction 4.2 Xenoblade Chronicles: ‘You’re Not Invincible!’ 4.3 Xenoblade Chronicles X: A Humanity Removed 4.4 EX_MA CHINA : Do Androids Dream? 4.5 Interviews/Discussions: Mechanical Identities 4.6 Conclusion 95 95 95 101 106 109 111 Chapter 5 Power 5.1 Introduction 5.2 Xenoblade Chronicles՛. The Power of the Monado 5.3 Xenoblade Chronicles X: Mechanised Strength 5.4 EX_MACHINA: ‘Strong’ Artificial Intelligence 5.5 Interviews/Discussion: Who Holds the Cards? 5.6 Conclusion 113 113 113 117 119 123 126 Conclusion: A Future Transhumanism Media Exposure and Potentialfor the Future Limitations and FurtherResearch Final Thoughts 129 129 134 137 Appendix 141 141 Consent Form Sample References 145 Index 153
This book explores the theories of transhumanism and posthumanism, two philosophies that deal with radically changing bodies, minds, and even the nature of humanity itself. These fields are rapidly growing and gaining more exposure both in today s media, especially in video games and science fiction screen media, and the minds of their fans - the so called geek fandom that follows this media with a passion. The book covers the early days of humanist thought and the birth of anthropocentrism and the history of trans/posthumanist thought from ancient times through to the modern day. It looks at the way in which video game and science fiction research has developed and presents case studies from video games and science fiction film (Xenoblade Chronicles, Xenoblade Chronicles X and EX_MACHINA). The author provides a unique insight into trans/posthuman theory, one of the most interesting theories the future of humanity, and demonstrates how the media especially in the realm of science-fiction and video games ֊ has been fixated on it. Callum T.F. McMillan gained his PhD from the University of Leicester (PhD) in Media and Communication. His research areas include subject areas of film, video games, and the use of digital media, with other specialisms in digital politics and philosophy.
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adam_txt |
Table of Contents List of Tables xi Abstract xm Preface xv Acknowledgements Introduction Chapter 1 xvii 1 Literature Review: From Human toPosthuman 1.1 Classical Humanism - LiberalandSecular/Social 1.2 The Birth of the Anthropocene and Humanity Losing ‘Humanity’ 1.3 Introduction to Trans/PosthumanTheory 1.3.1 Constructing the ‘Posthuman’ - Definitions, History and Culture 1.3.2 The Modern Transhuman - Twentieth Century Theory and Beyond 1.3.3 Ghost in the Shell ֊ New Materialism and Objects as Subjects 1.4 Video Game Literature: Game Manual 1.4.1 A New Medium 1.4.2 Ludology and Narratology (1) - To Tell a Story 1.4.3 Ludology and Narratology (2) - Game Design 1.4.4 Games in Real Life - Applications 1.4.5 ‘Are You a Boy or a Girl?’ ֊ Gender and Video Games 9 9 13 17 18 20 22 23 23 24 25 26 28
viii Table of Contents Chapter 2 Chapter 3 1.4.6 Video Games and the Transhuman 1.5 Sci-Fi Literature: The Final Frontier 1.5.1 Formats - SF as You Like It 1.5.2 Influence - The Men Behind the Monsters 1.5.3 Themes - Of SF and the Trans/Posthuman 1.5.4 Ethics and SF versus Real Science 1.5.5 Cyborgs, Androids and Other Fantastic Technology 1.5.6 The Transhuman Future, Race and the Other’ 1.6 Fan Studies Literature: Global Fandom 1.6.1 Of Fan Studies and the ‘Aca-Fan’ 1.6.2 Fandom (1) ֊ Japan’s Cultural Exports 1.6.3 Fandom (2) ֊ Games and Gamers 1.6.4 Online Communities and Dynamic Fans 1.6.5 Conventions and Fan Societies 1.7 Theoretical Framework: Body, Identity and Power 1.7.1 The Changing Body 1.7.2 I, Human ֊ Identity and the Trans/ Posthuman 1.7.3 Agents in the Matrix ֊ Posthuman Agency and Power 29 31 31 32 34 35 Methodology 2.1 Media Studies Methodology: Case Studies 2.1.1 Science Fiction Methodologies 2.1.2 Video Game Methodologies 2.1.3 Bringing the Two Together: Case Studies 2.2 Fan Studies Methodology ֊֊ ‘Nerd’ Ethnography, the ‘Aca-fan’ and Comic-Con Interviews 2.2.1 Fan Interviews 57 57 57 59 61 Body 3.1 Introduction 3.2 Xeno blade Chronicles: Giant Bodies, Changing Bodies 3.3 Xenoblade Chronicles X: Cold Storage 73 73 36 39 41 41 42 43 45 47 48 48 51 52 64 67 73 79
Table of Contents 3.4 3.5 3.6 ix EX_MACHINA՛. Bluebook’s Chamber Interviews/Discussion: The Wondrous Body Conclusion 83 88 92 Chapter 4 Identity 4.1 Introduction 4.2 Xenoblade Chronicles: ‘You’re Not Invincible!’ 4.3 Xenoblade Chronicles X: A Humanity Removed 4.4 EX_MA CHINA : Do Androids Dream? 4.5 Interviews/Discussions: Mechanical Identities 4.6 Conclusion 95 95 95 101 106 109 111 Chapter 5 Power 5.1 Introduction 5.2 Xenoblade Chronicles՛. The Power of the Monado 5.3 Xenoblade Chronicles X: Mechanised Strength 5.4 EX_MACHINA: ‘Strong’ Artificial Intelligence 5.5 Interviews/Discussion: Who Holds the Cards? 5.6 Conclusion 113 113 113 117 119 123 126 Conclusion: A Future Transhumanism Media Exposure and Potentialfor the Future Limitations and FurtherResearch Final Thoughts 129 129 134 137 Appendix 141 141 Consent Form Sample References 145 Index 153
This book explores the theories of transhumanism and posthumanism, two philosophies that deal with radically changing bodies, minds, and even the nature of humanity itself. These fields are rapidly growing and gaining more exposure both in today's media, especially in video games and science fiction screen media, and the minds of their fans - the so called 'geek fandom' that follows this media with a passion. The book covers the early days of humanist thought and the birth of 'anthropocentrism' and the history of trans/posthumanist thought from ancient times through to the modern day. It looks at the way in which video game and science fiction research has developed and presents case studies from video games and science fiction film (Xenoblade Chronicles, Xenoblade Chronicles X and EX_MACHINA). The author provides a unique insight into trans/posthuman theory, one of the most interesting theories the future of humanity, and demonstrates how the media especially in the realm of science-fiction and video games ֊ has been fixated on it. Callum T.F. McMillan gained his PhD from the University of Leicester (PhD) in Media and Communication. His research areas include subject areas of film, video games, and the use of digital media, with other specialisms in digital politics and philosophy. |
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spelling | McMillan, Callum T. F. Verfasser (DE-588)1234000822 aut Posthumanism in digital culture cyborgs, gods and fandom Callum T. F. McMillan (University of Leicester) First edition Bingley [und weitere] Emerald Publishing 2021 ix, 159 Seiten txt rdacontent n rdamedia nc rdacarrier Digital activism and society Posthumanismus (DE-588)4801863-6 gnd rswk-swf Neue Medien (DE-588)4196910-8 gnd rswk-swf Transhumanismus (DE-588)7524756-2 gnd rswk-swf Transhumanism Technology / Philosophy Posthumanismus (DE-588)4801863-6 s Transhumanismus (DE-588)7524756-2 s Neue Medien (DE-588)4196910-8 s DE-604 Erscheint auch als Online-Ausgabe, EPUB 978-1-80043-109-6 Erscheint auch als Online-Ausgabe 978-1-80043-107-2 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=032543342&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=032543342&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | McMillan, Callum T. F. Posthumanism in digital culture cyborgs, gods and fandom Posthumanismus (DE-588)4801863-6 gnd Neue Medien (DE-588)4196910-8 gnd Transhumanismus (DE-588)7524756-2 gnd |
subject_GND | (DE-588)4801863-6 (DE-588)4196910-8 (DE-588)7524756-2 |
title | Posthumanism in digital culture cyborgs, gods and fandom |
title_auth | Posthumanism in digital culture cyborgs, gods and fandom |
title_exact_search | Posthumanism in digital culture cyborgs, gods and fandom |
title_exact_search_txtP | Posthumanism in digital culture cyborgs, gods and fandom |
title_full | Posthumanism in digital culture cyborgs, gods and fandom Callum T. F. McMillan (University of Leicester) |
title_fullStr | Posthumanism in digital culture cyborgs, gods and fandom Callum T. F. McMillan (University of Leicester) |
title_full_unstemmed | Posthumanism in digital culture cyborgs, gods and fandom Callum T. F. McMillan (University of Leicester) |
title_short | Posthumanism in digital culture |
title_sort | posthumanism in digital culture cyborgs gods and fandom |
title_sub | cyborgs, gods and fandom |
topic | Posthumanismus (DE-588)4801863-6 gnd Neue Medien (DE-588)4196910-8 gnd Transhumanismus (DE-588)7524756-2 gnd |
topic_facet | Posthumanismus Neue Medien Transhumanismus |
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