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Archaeology can be weird and fun, especially the digital kind. Readers of archaeology, media studies, and game studies are introduced to the wild-and-wooly side of digital archaeology: artifacts, sites, and landscapes contained within-and supporting-interactive digital built environments. Follow your guide, the reluctant digital archaeologist Charlie, to disappear into the weeds of post-landscapes, non-place cultural spaces, persistent digital spaces, software citizenship, machine-created culture, digital drift, technofossils, quantum archaeology, archaeological time, singularities, complexity and retrocausality, noise, and more. These bite-sized chapters offer new ways of interpreting humanity's blossoming digitalia, an archaeology done at the source of creation, use, and abandonment of our electronic selves.
This book serves as a general introduction to archaeogaming: it describes the intersection between archaeology and video games, and applies archaeological theory and method to understand video games as sites as well as artifacts. It is also history, sociology and ontology; and everything that is necessary to define a culture, that of videogames.
Abonner på vårt nyhetsbrev og få rabatter og inspirasjon til din neste leseopplevelse.
Ved å abonnere godtar du vår personvernerklæring.