
Posthuman Gaming
Description
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With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming.
This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies.
Reviews / Votes
"Posthuman Gaming sounds like a paradoxical proposition: a posthumanist account of digital gameplay, grounded in rich autoethnographic reflections on the author's personal relationship with her avatar. But by using her individual experiences to think through the limits of individualism Wilde demonstrates how the conceptual and methodological tools we have inherited from humanism can be repurposed to imagine more ethical and empathetic posthuman futures - and how videogames might help us get there."Rob Gallagher, Lecturer in Games and Immersive Media, King's College London
"I found Posthuman Gaming to be an engaging, important read that will be relevant to scholars, researchers and graduate students in game studies as well as cultural studies more broadly. Likewise, this monograph does a commendable job of demonstrating how posthumanist concepts such as 'intra-action' and entangled subjectivities add to our understanding of gaming, and how because they apply to such a popular topic, they could be applicable more broadly as well."
Maria K. Alberto, University of Utah
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Content
Chapter 1: Introduction
Chapter 2: Proposing the Posthuman Gamer
Chapter 3: Who am "I"? Troubling the Self
Chapter 4: From Acting to Intra-Acting
Chapter 5: Enacting and Embodying Empathy
Chapter 6: Emergent Subject Positions
Chapter 7: From Emergence to (Susp)endings
Chapter 8: A Contingent Conclusion
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