Posthumanism and Digital Gaming

Author:

Milesi Laurent

Publisher

Springer International Publishing

Reference264 articles.

1. Anthropy, A. (2012). Rise of the videogame zinesters: How freaks, normals, amateurs, artists, dreamers, drop-outs, queers, housewives, and people like you are taking back an art form. Seven Stories Press.

2. Backe, H.-J. (2014, March 19). Greenshifting game studies: Arguments for an ecocritical approach to digital games. First Person Scholar. http://www.firstpersonscholar.com/greenshifting-game-studies/. Accessed 6 Dec 2021.

3. Baldwin, D., & Achterberg, J. (Eds.). (2013). Women and second life: Essays on virtual identity, work and platy. McFarland and Company.

4. Bogost, I. (2012). Alien phenomenology, or what it’s like to be a thing. University of Minnesota Press.

5. Bogost, I. (2017, March 23). The video game that claims everything is connected. The Atlantic. https://www.theatlantic.com/technology/archive/2017/03/a-video-game-about-everything/520518/. Accessed 6 Dec 2021.

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