Thought-Provoking Play
Political Philosophies in Science Fictional Videogame Spaces from Japan
Bibliographic Data
| ID | 19982229 |
|---|---|
| Authors | Martin Roth (0000-0002-0838-1034, corresponding author) |
| Year | 2024 |
| Publication date | 2024-10-28 |
| Open Access | Yes |
| Type | BOOK |
| Venue | Thought-Provoking Play (SOURCE_BOOK) |
| Publisher | Carnegie Mellon University (PUBLISHER • US) |
| OpenAlex | W2781872009 |
| Open Library | OL39939704M |
| ISBN | 9781387438808 |
| Language | EN |
This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play
Aesthetics · Art · Epistemology · Negotiation · Political science · Politics · Social science · Sociology · Status quo · Digital Games and Media · Digital Media and Philosophy · Law · Philosophy · Utopian, Dystopian, and Speculative Fiction
| Citation velocity | historical |
|---|---|
| Highly cited | No |