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Autor(en): 
  • Poppy Wilde
  • Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  September 2023  
    Genre:  Soziologie 
     
    Activision Blizzard / affective computing / Avatar Body / Blood Elf / COMPUTERS / Design, Graphics & Media / Video & Animation / COMPUTERS / Human-Computer Interaction (HCI) / COMPUTERS / Programming / Games / COMPUTERS / Social Aspects
    ISBN:  9781032055039 
    EAN-Code: 
    9781032055039 
    Verlag:  Taylor and Francis 
    Einband:  Gebunden  
    Sprache:  English  
    Dimensionen:  H 234 mm / B 156 mm / D  
    Gewicht:  590 gr 
    Seiten:  222 
    Illustration:  schwarz-weiss Illustrationen, Raster,schwarz-weiss 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects, and embodiments - what it means and how it feels to be posthuman. 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.

      



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