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Playing with Feelings: Video Games and Affect
University of Minnesota Press, 2018 Paper: 978-1-5179-0025-0 | Cloth: 978-1-5179-0024-3 Library of Congress Classification GV1469.34.P79+ Dewey Decimal Classification 794.8
ABOUT THIS BOOK | AUTHOR BIOGRAPHY | REVIEWS | TOC
ABOUT THIS BOOK
How gaming intersects with systems like history, bodies, and code Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail. Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter. See other books on: Affect | Games & Activities | Poverty & Homelessness | Social Aspects | Video & Mobile See other titles from University of Minnesota Press |
Nearby on shelf for Recreation. Leisure / Games and amusements / Indoor games and amusements:
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