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.
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.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
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 .
Inhaltsangabe
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
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
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
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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