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 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.

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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 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.

55.99 In Stock
Videogames, Identity and Digital Subjectivity

Videogames, Identity and Digital Subjectivity

by Rob Gallagher
Videogames, Identity and Digital Subjectivity

Videogames, Identity and Digital Subjectivity

by Rob Gallagher

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$55.99 

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Overview

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.


Product Details

ISBN-13: 9781315390925
Publisher: Taylor & Francis
Publication date: 07/06/2017
Series: Routledge Advances in Game Studies
Sold by: Barnes & Noble
Format: eBook
Pages: 222
File size: 1 MB

About the Author

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.

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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