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Book Cover
E-book
Author Bown, Alfie, author

Title The PlayStation dreamworld / Alfie Bown
Published Cambridge, UK ; Malden, MA : Polity, 2017

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Description 1 online resource
Series Theory redux
Contents Cover -- Title Page -- Copyright -- Acknowledgments and Note on the Games -- Acknowledgments -- Note on the Games -- Dedication -- Tutorial: The Pokémon Generation -- Credits -- Level 1 From Farming Simulation to Dystopic Wasteland: Gaming and Capitalism -- Work and Play -- Cultures of Distraction -- Pastoral Dystopia, Apocalyptic Utopia -- No Alternative -- Credits -- Level 2 Dreamwork: Cyborgs on the Analystâ#x80;#x99;s Couch -- Japanese Dreams, American Texts -- The Dreamworld -- Repetitions and the Dromena -- Immersion and Westworld -- Credits
Level 3 Retro Gaming: The Politics of Former and Future PleasuresRational Gaming in the 1990s -- Virtual/Reality -- Subject, Object, Enjoyment -- Jouissance in the Arcades -- Credits -- Bonus Features: How To Be a Subversive Gamer -- Credits -- Game Index
Summary "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 & ndash; a powerful arena for constructing our desires & ndash; 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"-- Provided by publisher
Bibliography Includes bibliographical references and index
Notes Print version record and CIP data provided by publisher; resource not viewed
Subject Video games -- Social aspects
Virtual reality -- Social aspects
Dream interpretation.
SOCIAL SCIENCE -- Media Studies.
GAMES -- Board.
Dream interpretation.
Video games -- Social aspects.
Virtual reality -- Social aspects.
Form Electronic book
LC no. 2017038696
ISBN 9781509518067
1509518061