Posthuman Gaming
Avatars, Gamers, and Entangled Subjectivities
Seiten
2024
Routledge (Verlag)
978-1-032-07496-2 (ISBN)
Routledge (Verlag)
978-1-032-07496-2 (ISBN)
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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.
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.
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.
Poppy Wilde is Senior Lecturer in Media and Communication at Birmingham City University, UK. Her work focuses on what it means and how it feels to be posthuman, by exploring how posthuman subjectivities are entangled and embodied.
Acknowledgements
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
Erscheinungsdatum | 04.10.2023 |
---|---|
Reihe/Serie | Routledge Advances in Game Studies |
Zusatzinfo | 4 Halftones, black and white; 4 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 156 x 234 mm |
Themenwelt | Geisteswissenschaften ► Philosophie |
Informatik ► Weitere Themen ► Computerspiele | |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
ISBN-10 | 1-032-07496-5 / 1032074965 |
ISBN-13 | 978-1-032-07496-2 / 9781032074962 |
Zustand | Neuware |
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