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Videogames, Identity and Digital Subjectivity
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Videogames, Identity and Digital Subjectivity

Book Details

Format Paperback / Softback
ISBN-10 0367885352
ISBN-13 9780367885359
Publisher Taylor & Francis Ltd
Imprint Routledge
Country of Manufacture GB
Country of Publication GB
Publication Date Dec 10th, 2019
Print length 210 Pages
Weight 453 grams
Product Classification: Cultural studiesMedia studies
Ksh 8,150.00
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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. 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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