Aller au contenu principal
Accueil

National Network for Equitable Library Service

Le système canadien de la bibliothèque accessible (D10 Beta)

Menu
  • English
  • Français

User menu

  • Se connecter
Sign Up Login

Faire une recherche dans le catalogue:

Main menu

  • Accueil
  • Tutorials
  • Info for Libraries
  • Grant Projects
  • News
  • About

Fil d'Ariane

  1. Accueil
  2. The Playstation Dreamworld

The Playstation dreamworld

Available Formats:

Details:

  • Auteur: Bown, Alfie
    Contributor:

    Recorded Books, Inc.

    Résumé:

    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.

    Genre: Philosophy
    Original Publisher: [S.l.] , Polity Press
    Language(s): English
    ISBN:

    9781509518067

Details

DC Contributor

Recorded Books, Inc.

Abstract

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.

Genre
Philosophy
Publisher (Source)

[S.l.]

Polity Press

Non spécifié

Record

Main menu

  • Accueil
  • Tutorials
  • Info for Libraries
  • Grant Projects
  • News
  • About

Questions sur RNSEB? Contactez-nous!

Par courriel: support@nnels.ca

Téléphone: 1-888-848-9250

Suivez-nous : Bluesky, Facebook, YouTube, Linkedin

Abonnez-vous à notre newsletter.

Quatre silhouettes bleues font signe de la main, deux adultes et deux enfants, avec le texte « employeur garantissant un salaire minimum vital

Logo du Consortium pour les livres accessibles, représentant un livre ouvert avec les lettres A, B et C en texte et en braille. Logo Daisy, deux courbes bleues au-dessus et en dessous du mot DAISY Le logo du European Digital Reading Lab, un cercle bleu avec « EDRLab » au centre.