Parables of the Posthuman

Digital Realities, Gaming, and the Player Experience

Nonfiction, Religion & Spirituality, Philosophy, Phenomenology, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games
Cover of the book Parables of the Posthuman by Jonathan Boulter, Wayne State University Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Jonathan Boulter ISBN: 9780814341445
Publisher: Wayne State University Press Publication: October 12, 2015
Imprint: Wayne State University Press Language: English
Author: Jonathan Boulter
ISBN: 9780814341445
Publisher: Wayne State University Press
Publication: October 12, 2015
Imprint: Wayne State University Press
Language: English
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 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 more 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.
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
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 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 more 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.

More books from Wayne State University Press

Cover of the book History of the Finns in Michigan by Jonathan Boulter
Cover of the book The L Word by Jonathan Boulter
Cover of the book A Fire Burns in Kotsk by Jonathan Boulter
Cover of the book Civic Culture and Urban Change: Governing Dallas by Jonathan Boulter
Cover of the book John Donne and the Protestant Reformation by Jonathan Boulter
Cover of the book Fairy Tale Review by Jonathan Boulter
Cover of the book Personal Views by Jonathan Boulter
Cover of the book The People's Lawyer by Jonathan Boulter
Cover of the book The Dick Van Dyke Show by Jonathan Boulter
Cover of the book Hitchcock’s British Films by Jonathan Boulter
Cover of the book Monopoly on Wheels by Jonathan Boulter
Cover of the book Henry’s Attic by Jonathan Boulter
Cover of the book Pulling Down the Barn: Memories of a Rural Childhood by Jonathan Boulter
Cover of the book Henry Ford by Jonathan Boulter
Cover of the book Lying in the River's Dark Bed by Jonathan Boulter
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy