ABSTRACT

This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot. 

chapter 1|17 pages

Digital Subjects

Videogames, Technology and Identity

chapter 2|33 pages

Datafied Subjects

Profiling and Personal Data

chapter 3|33 pages

Private Subjects

Secrecy, Scandal and Surveillance

chapter 4|30 pages

Beastly Subjects

Bodies and Interfaces

chapter 5|27 pages

Synthetic Subjects

Horror and Artificial Intelligence

chapter 6|30 pages

Mobile Subjects

Framing Selves and Spaces

chapter 7|33 pages

Productive Subjects

Time, Value and Gendered Feelings