Playing with Feelings: Video Games and Affect
Autor Aubrey Anableen Limba Engleză Paperback – 21 feb 2018
How
gaming
intersects
with
systems
like
history,
bodies,
and
code
Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? InPlaying with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.
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 Feelingsoffers 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.
Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? InPlaying with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.
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 Feelingsoffers 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.
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Specificații
ISBN-13: 9781517900250
ISBN-10: 1517900255
Pagini: 200
Ilustrații: 27
Dimensiuni: 140 x 216 x 13 mm
Greutate: 0.23 kg
Ediția:1
Editura: University of Minnesota Press
Colecția Univ Of Minnesota Press
ISBN-10: 1517900255
Pagini: 200
Ilustrații: 27
Dimensiuni: 140 x 216 x 13 mm
Greutate: 0.23 kg
Ediția:1
Editura: University of Minnesota Press
Colecția Univ Of Minnesota Press
Notă biografică
Aubrey Anable is assistant professor of film studies at Carleton University.
Cuprins
Contents
Introduction: Video Games as Structures of Feeling
1. Feeling History
2. Touching Games
3. Rhythms of Work and Play
4. Games to Fail With
Conclusion: Affective Archives
Acknowledgments
Notes
Index
Introduction: Video Games as Structures of Feeling
1. Feeling History
2. Touching Games
3. Rhythms of Work and Play
4. Games to Fail With
Conclusion: Affective Archives
Acknowledgments
Notes
Index
Recenzii
"Playing
With
Feelingsbreaks
down
some
fairly
weighty
themes
and
theories
to
create
an
engaging
exploration
of
how
a
person’s
feelings
are
influenced
by
gaming."
—The
Guardian
Descriere
How gaming intersects with systems like history, bodies, and code
Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.
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.
Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.
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.