Respawn: Gamers, Hackers, and Technogenic Life

Author:   Colin Milburn
Publisher:   Duke University Press
ISBN:  

9781478001348


Pages:   312
Publication Date:   14 December 2018
Format:   Hardback
Availability:   In Print   Availability explained
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Respawn: Gamers, Hackers, and Technogenic Life


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Full Product Details

Author:   Colin Milburn
Publisher:   Duke University Press
Imprint:   Duke University Press
Weight:   0.567kg
ISBN:  

9781478001348


ISBN 10:   1478001348
Pages:   312
Publication Date:   14 December 2018
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

Introduction. All Your Base  1 1. May the Lulz Be with You  25 2. Obstinate Systems  51 3. Still Inside  78 4. Long Live Play  102 5. We Are Heroes  134 6. Green Machine  172 7. Pwn  199 Conclusion. Save Point  217 Acknowledgments  227 Notes  231 Bibliography  271 Index  293

Reviews

This is an accessible work that might give ardent gamers newfound appreciation of the social sciences, and it does an excellent job of neither raising up nor tearing down the historical processes it documents. . . . Recommended. All readers. -- P. L. Kantor * Choice * This is a detailed and precise account, with a clear narrative that identifies the course of the elements used and their evolving style and context. But among the many intertwined stories, the clever quotes and the endless virtual environments, what keeps emerging is a strong value of responsibility, taking sensible decisions, showing a proper understanding of what Milburn calls as 'technogenic life.' -- Aurelio Cianciotta * Neural *


This author is a worthy bard, and the stories he tells are hella helpful for making sense of the somewhat ephemeral moments of resistance that emerge within, alongside, and out of gaming culture. Using schlxr skillz like research and archives, he weaves together tales of gamer resistance with careful attention to detail, but not without a few lulz, some lite L337speak, and some deep philosophical reflection on what it means to pwn. -- H-Cat * Slingshot * Respawn offers a detailed analysis of the entanglements of broader game cultures, political activism and the sociotechnical dilemmas of our present. Drawing on a plethora of game examples and their histories, online discussion threads and occasionally humorous imagery, the book is an engaging account for everyone working at the intersections of digital media theory, game studies, political theory and science and technology studies. -- Yana Boeva * LSE Review of Books * This is an accessible work that might give ardent gamers newfound appreciation of the social sciences, and it does an excellent job of neither raising up nor tearing down the historical processes it documents. . . . Recommended. All readers. -- P. L. Kantor * Choice * This is a detailed and precise account, with a clear narrative that identifies the course of the elements used and their evolving style and context. But among the many intertwined stories, the clever quotes and the endless virtual environments, what keeps emerging is a strong value of responsibility, taking sensible decisions, showing a proper understanding of what Milburn calls as 'technogenic life.' -- Aurelio Cianciotta * Neural *


This is a detailed and precise account, with a clear narrative that identifies the course of the elements used and their evolving style and context. But among the many intertwined stories, the clever quotes and the endless virtual environments, what keeps emerging is a strong value of responsibility, taking sensible decisions, showing a proper understanding of what Milburn calls as 'technogenic life.' -- Aurelio Cianciotta * Neural *


Author Information

Colin Milburn is Gary Snyder Chair in Science and the Humanities and Professor of English, Science and Technology Studies, and Cinema and Digital Media at the University of California, Davis. He is the author of Mondo Nano: Fun and Games in the World of Digital Matter and Nanovision: Engineering the Future, both also published by Duke University Press.

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