
Videogames, Identity and Digital Subjectivity
Rob Gallagher(Author)
Routledge (Publisher)
1st Edition
Published on 11. July 2017
Book
Hardback
210 pages
978-1-138-22898-6 (ISBN)
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.
More details
Series
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Illustrations
4 s/w Abbildungen, 4 s/w Photographien bzw. Rasterbilder
4 Halftones, black and white; 4 Illustrations, black and white
Dimensions
Height: 235 mm
Width: 157 mm
Thickness: 17 mm
Weight
482 gr
ISBN-13
978-1-138-22898-6 (9781138228986)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Rob Gallagher
Videogames, Identity and Digital Subjectivity
Book
12/2019
1st Edition
Routledge
€65.20
Shipment within 15-20 days

Rob Gallagher
Videogames, Identity and Digital Subjectivity
E-Book
07/2017
Routledge
€59.49
Available for download

Rob Gallagher
Videogames, Identity and Digital Subjectivity
E-Book
07/2017
Routledge
€59.49
Available for download
Person
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.
Content
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
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