Videogames, identity and digital subjectivity

Bibliographic Information

Videogames, identity and digital subjectivity

Rob Gallagher

(Routledge advances in game studies, 11)

Routledge, 2018

  • : hbk

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Note

Includes bibliographical references and index

Description and Table of Contents

Description

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.

Table of Contents

1. Digital Subjects: Videogames, Technology and Identity 2. Datafied Subjects: Profiling and Personal Data 3. Private Subjects: Secrecy, Scandal and Surveillance 4. Beastly Subjects: Bodies and Interfaces 5. Synthetic Subjects: Horror and Artificial Intelligence 6. Mobile Subjects: Framing Selves and Spaces 7. Productive Subjects: Time, Value and Gendered Feelings

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