Game Cultures: Computer Games as New Media

8 March 2009, pht

This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption.

The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of power in relation to both the production and consumption of computer games This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Game Cultures: Computer Games as New Media
By Jon Dovey, Helen W. Kennedy
Edition: illustrated
Published by Open University Press, 2006
ISBN 0335213588, 9780335213580
171 pages

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John Armitage (ed.): Virilio Live: Selected Interviews (2001)

27 February 2009, pht

“Edited by one of the leading Virilio authority’s, this book offers the reader a guide through Virilio’s work. Using the interview form, Virilio speaks incisively and at length about a vast assortment of cultural and theoretical topics, including architecture and `speed-space’, `chronopolitics’, art and technoculture, modernism, postmodernism and `hypermodernism’, the time of the trajectory and the `information bomb’. His thoughts on Foucault, Baudrillard, Deleuze and Guattari, the performance artist Stelarc, the Persian War and the Kosovo War, are also gathered together.”

Publisher Sage, 2001
ISBN 0761968601, 9780761968603
218 pages

Publisher

PDF (updated on 2020-6-3)

Mark B. N. Hansen: Bodies in Code: Interfaces with Digital Media (2006)

27 February 2009, pht

Bodies in Code explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen’s book shows what they’ve been missing. Cyberspace is anchored in the body, he argues, and it’s the body–not high-tech computer graphics–that allows a person to feel like they are really “moving” through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings.

Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual.

Published by CRC Press, 2006
ISBN 0415970164, 9780415970167
336 pages

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PDF (updated on 2013-12-10)