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"Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments - what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies"--
Computer games --- Avatars (Virtual reality) --- World of Warcraft (Game) --- Fantasy gamers --- Video gamers --- Posthumanism. --- Self. --- Subjectivity. --- Psychological aspects --- Psychological aspects --- Psychology --- Psychology
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"Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments - what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies"--
Avatars (Virtual reality) --- Fantasy gamers --- Posthumanism. --- Self. --- Subjectivity. --- Video gamers --- Video games --- World of Warcraft (Game) --- Psychological aspects --- Psychology --- Psychology --- Psychological aspects
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“This is a wide-ranging and timely collection with a sharp critical and analytical lens on the current realm of popular representations of women and work in the frame of neoliberal culture. It will be immensely useful for teachers and researchers in feminist media studies.” Angela McRobbie, Professor Emeritus Goldsmiths University of London, UK. “This book sheds new light on the ways in which women’s paid labour is depicted in the contemporary moment. It is both necessary and vital and unpicks the complexities of how limited and often damaging screen representations are suffused in the contemporary media landscape.” Kirsty Fairclough, Professor of Screen Studies, Manchester Metropolitan University, UK. Working Women on Screen: Paid Labour and Fourth Wave Feminism critically examines screen media representations of women’s participation in the contemporary labour market. Withinthe context of fourth wave feminism, there has been a new proliferation in the global media landscape of representations of women’s paid labour. This has coincided with the development of critical and ideological issues surrounding intersectionality and culture wars, as well as the impacts of recessions, political upheavals, and pandemics. Workplace dynamics and post-#MeToo politics have led to the complexification of structures, oppressions and relationships that impact what women can do for money. As a result, the “working woman” is now a constant presence on our screens, though articulated in widely divergent ways. The chapters within this collection critique issues that are deeply embedded in neoliberal conceptions of contemporary feminism, such as aspects of “lean-in” culture, structural oppression, and women’s experiences of the “glass ceiling” and “glass cliff”. The volume analyses representations related to the intersecting dynamics of gender, race, class, sexuality, and disability in television, film, social media and video games. Dr Ellie Tomsett is a Senior Lecturer in Media and Communication at Birmingham City University, UK. Dr Nathalie Weidhase is a Lecturer in Media and Communication at the University of Surrey, UK. Dr Poppy Wilde is a Senior Lecturer in Media and Communication at Birmingham City University, UK. .
Directores i productores cinematogràfiques. --- Directores i productores de televisió --- Televisió i dones --- Gender identity in mass media. --- Motion pictures. --- Television broadcasting. --- Mass media and culture. --- Media and Gender. --- Film and Television Studies. --- Media Culture. --- Mitjans de comunicació de massa i cultura. --- Feminisme i cinematografia.
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Film --- TV (televisie)
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