Videogames, Identity and Digital Subjectivity

Videogames, Identity and Digital Subjectivity - Routledge Advances in Game Studies

Hardback (06 Jul 2017)

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Publisher's Synopsis

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.

About the Publisher

Routledge

Routledge

Routledge is the world's leading academic publisher in the Humanities and Social Sciences. We publish thousands of books and journals each year, serving scholars, instructors, and professional communities worldwide. Our current publishing programme encompasses groundbreaking textbooks and premier, peer-reviewed research in the Social Sciences, Humanities, and Built Environment. We have partnered with many of the most influential societies and academic bodies to publish their journals and book series. Readers can access tens of thousands of print and e-books from our extensive catalogue of titles. Routledge is a member of Taylor & Francis Group, an informa business.

Book information

ISBN: 9781138228986
Publisher: Taylor & Francis
Imprint: Routledge
Pub date:
DEWEY: 794.8
DEWEY edition: 23
Language: English
Number of pages: 210
Weight: 462g
Height: 159mm
Width: 235mm
Spine width: 18mm