The Locator -- [(subject = "Virtual reality--Social aspects")]

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03421aam a2200445 i 4500
001 C5BEFF86E55311E7AFB0C42A97128E48
003 SILO
005 20171220010225
008 170807s2018    enk      b    001 0 eng  
010    $a 2017010123
020    $a 1509518037
020    $a 9781509518036
020    $a 1509518029
020    $a 9781509518029
035    $a (OCoLC)971921344
040    $a DLC $b eng $e rda $c DLC $d YDX $d BDX $d BTCTA $d OCLCO $d OCLCF $d YDX $d SILO
042    $a pcc
082 00 $a 794.8 $2 23
084    $a SOC052000 $2 bisacsh
100 1  $a Bown, Alfie, $e author.
245 14 $a The PlayStation dreamworld / $c Alfie Bown.
264  1 $a Cambridge, UK ; $b Polity Press, $c 2018.
300    $a viii, 143 pages ; $c 20 cm.
490 1  $a Theory redux
520    $a "From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is--to borrow a phrase from Slavoj Zizek--the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace a powerful arena for constructing our desires or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality"-- $c Provided by publisher.
504    $a Includes bibliographical references and index.
505 8  $a Machine generated contents note: Contents Acknowledgements Note on the Games Tutorial: The Pokemon Generation Level 1. From Farming Simulation to Dystopic Wasteland: Gaming and Capitalism Work and Play -- Cultures of Distraction -- Pastoral Dystopia, Apocalyptic Utopia -- No Alternative Level 2. Dreamwork: Cyborgs on the Analyst's Couch Japanese Dreams, American Texts -- The Dreamworld -- Repetitions and the Dromena -- Immersion and Westworld Level 3. Retro Gaming: The Politics of Former and Future Pleasures 90s Rational Gaming -- Virtual/Reality -- Subject, Object, Enjoyment -- Jouissance in the Arcades Bonus Features: How to be a Subversive Gamer Game Index Endnotes.
650  0 $a Video games $x Social aspects.
650  0 $a Virtual reality $x Social aspects.
650  0 $a Dream interpretation.
650  7 $a SOCIAL SCIENCE / Media Studies. $2 bisacsh
650  7 $a Dream interpretation. $2 fast $0 (OCoLC)fst00897886
650  7 $a Video games $x Social aspects. $2 fast $0 (OCoLC)fst01166440
650  7 $a Virtual reality $x Social aspects. $2 fast $0 (OCoLC)fst01167695
776 08 $i Online version: $a Bown, Alfie, author. $t PlayStation dreamworld $d Cambridge, UK ; Malden, MA : Polity, 2017 $z 9781509518050 $w (DLC) 2017038696
830  0 $a Theory redux.
941    $a 2
952    $l USUX851 $d 20240202025429.0
952    $l OVUX522 $d 20180710092505.0
956    $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=C5BEFF86E55311E7AFB0C42A97128E48

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