Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience

Parables of the Posthuman Digital Realities Gaming and the Player Experience 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

  • Title: Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience
  • Author: Jonathan Boulter Andrew Kopietz
  • ISBN: 9780814334881
  • Page: 414
  • Format: Paperback
  • 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 tIn 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 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.

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      414 Jonathan Boulter Andrew Kopietz
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      Posted by:Jonathan Boulter Andrew Kopietz
      Published :2018-06-04T21:03:01+00:00

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