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5 books about Gamification
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READERS PUBLISHERS STUDENT SERVICES |
Results by Title
5 books about Gamification
|
READERS PUBLISHERS STUDENT SERVICES |
BiblioVault ® 2001 - 2023
The University of Chicago Press
'An exciting, astute analysis of how our capacity for desire has been slotted into the grooves of digital capitalism, and made to work for profit - from porn to Pokémon' - Richard Seymour
We are in the middle of a 'desirevolution' - a fundamental and political transformation of the way we desire as human beings. Perhaps as always, new technologies - with their associated and inherited political biases - are organizing and mapping the future. What we don't seem to notice is that the primary way in which our lives are being transformed is through the manipulation and control of desire itself.
Our very impulses, drives and urges are 'gamified' to suit particular economic and political agendas, changing the way we relate to everything from lovers and friends to food and politicians. Digital technologies are transforming the subject at the deepest level of desire - re-mapping its libidinal economy - in ways never before imagined possible.
From sexbots to smart condoms, fitbits to VR simulators and AI to dating algorithms, the 'love industries' are at the heart of the future smart city and the social fabric of everyday life. This book considers these emergent technologies and what they mean for the future of love, desire, work and capitalism.
Explores the representation of slave revolt in video games—and the trouble with making history playable
Kill the Overseer! profiles and problematizes digital games that depict Atlantic slavery and “gamify” slave resistance. In videogames emphasizing plantation labor, the player may choose to commit small acts of resistance like tool-breaking or working slowly. Others dramatically stage the slave’s choice to flee enslavement and journey northward, and some depict outright violent revolt against the master and his apparatus. In this work, Sarah Juliet Lauro questions whether the reduction of a historical enslaved person to a digital commodity in games such as Mission US, Assassin’s Creed, and Freedom Cry ought to trouble us as a further commodification of slavery’s victims, or whether these interactive experiences offer an empowering commemoration of the history of slave resistance.
Forerunners is a thought-in-process series of breakthrough digital works. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.
BiblioVault ® 2001 - 2023
The University of Chicago Press