Playing at a distance : borderlands of video game aesthetic (Record no. 33673)

000 -LEADER
fixed length control field a
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 250320b xxu||||| |||| 00| 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780262544627
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.83
Item number FIZ
100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Fizek, Sonia
245 ## - TITLE STATEMENT
Title Playing at a distance : borderlands of video game aesthetic
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Name of publisher, distributor, etc The MIT Press,
Date of publication, distribution, etc 2022
Place of publication, distribution, etc Cambridge :
300 ## - PHYSICAL DESCRIPTION
Extent xxi, 163 p. ;
Other physical details ill.,
Dimensions 23 cm
365 ## - TRADE PRICE
Price amount 35.00
Price type code $
Unit of pricing 90.60
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc Includes bibliographical references and index.
520 ## - SUMMARY, ETC.
Summary, etc An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer's influence on practices of play—and prods us to think more broadly about what it means to play.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Games & Activities
Topical term or geographic name as entry element Video & Mobile
Topical term or geographic name as entry element Media Studies
Topical term or geographic name as entry element Technology Studies
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Item type Books
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Permanent location Current location Date acquired Source of acquisition Cost, normal purchase price Full call number Barcode Date last seen Koha item type
          DAU DAU 2025-03-11 KBD 3171.00 794.83 FIZ 035299 2025-03-20 Books

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