ISBN: 9780814334881 - parables of the posthuman: digital realities, gaming, and the player experience (contemporary approaches to film and media series) (25 Ergebnisse)

Sprache: Englisch
Verlag: Wayne State University Press, 2015
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Sprache: Englisch
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Sprache: Englisch
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Sprache: Englisch
Verlag: Wayne State University Press, US, 2015
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Paperback. Zustand: New. In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, Bioshock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman-the games are "about" subjects whose physical and intellectual capacities are extended through machine or other prosthetic means-and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.…

Sprache: Englisch
Verlag: Wayne State University Press, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
- Softcover
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Sprache: Englisch
Verlag: Wayne State University Press 2015-11-30, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
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Sprache: Englisch
Verlag: MP-WST Wayne State Uni Press, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
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Sprache: Englisch
Verlag: Wayne State University Press, 2015
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Sprache: Englisch
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Sprache: Englisch
Verlag: Wayne State University Press, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
- Softcover
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Sprache: Englisch
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Zustand: New. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman , Jonathan Boulter addresses this gap by analysing video games and the player experience philosophically. Series: Contemporary Approaches to Film and Media Series. Num Pages: 188 pages. BIC Classification: HPS; JFCA; UGG. Category: (G) General (US: Trade). Dimension: 229 x 152 x 15. Weight in Grams: 525. . 2015. Paperback. . . . .…

Sprache: Englisch
Verlag: Wayne State Univ Pr, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
- Softcover
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Paperback. Zustand: Brand New. 188 pages. 8.75x6.00x0.50 inches. In Stock.

Sprache: Englisch
Verlag: Wayne State University Press, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
- Softcover
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Zustand: New. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman , Jonathan Boulter addresses this gap by analysing video games and the player experience philosophically. Series: Contemporary Approaches to Film and Media Series. Num Pages: 188 pages. BIC Classification: HPS; JFCA; UGG. Category: (G) General (US: Trade). Dimension: 229 x 152 x 15. Weight in Grams: 525. . 2015. Paperback. . . . . Books ship from the US and Ireland.…

Sprache: Englisch
Verlag: Wayne State University Press, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
- Softcover
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Sprache: Englisch
Verlag: Wayne State University Press, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
- Softcover
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Kartoniert / Broschiert. Zustand: New. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman, Jonathan Boulter addresses this gap by analysing video g.

Sprache: Englisch
Verlag: Wayne State University Press, US, 2015
Serie: Buch 40 von 79 - Contemporary Approaches to Film and Media
- Softcover
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Paperback. Zustand: New. In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, Bioshock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman-the games are "about" subjects whose physical and intellectual capacities are extended through machine or other prosthetic means-and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.…

Sprache: Englisch
Verlag: Wayne State University Press, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
- Softcover
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Zustand: Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher | In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity.Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, BioShock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman-the games are "about" subjects whose physical and intellectual capacities are extended through machine or other prosthetic means-and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume. …

Sprache: Englisch
Verlag: Wayne State University Press 2015-12, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
- Softcover
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Taschenbuch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity.Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic 'world' of the game What forms of subjectivity does the game offer to the player What happens to consciousness itself when one plays To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, BioShock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthumanthe games are 'about' subjects whose physical and intellectual capacities are extended through machine or other prosthetic meansand also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.…

Sprache: Englisch
Verlag: Wayne State University Press, 2015
Serie: Buch 62 von 79 - Contemporary Approaches to Film and Media
- Softcover
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Taschenbuch. Zustand: Neu. Parables of the Posthuman | Digital Realities, Gaming, and the Player Experience | Jonathan Boulter | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2015 | Wayne State University Press | EAN 9780814334881 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.…