000 02804cam a22005654a 4500
001 musev2_76628
003 MdBmJHUP
005 20240815120829.0
006 m o d
007 cr||||||||nn|n
008 180531t20182018ncu o 00 0 eng d
010 _z 2018026364
020 _a9781478002789
020 _z9781478090366
020 _z9781478002925
020 _z9781478001348
035 _a(OCoLC)1152996774
040 _aMdBmJHUP
_cMdBmJHUP
100 1 _aMilburn, Colin,
_d1975-
_eauthor.
245 1 0 _aRespawn :
_bGamers, Hackers, and Technogenic Life /
_cColin Milburn.
264 1 _aDurham :
_bDuke University Press,
_c2018.
264 3 _aBaltimore, Md. :
_bProject MUSE,
_c2020
264 4 _c©2018.
300 _a1 online resource (308 pages):
_bcolor illustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
505 0 _aIntroduction: all your base -- May the lulz be with you -- Obstinate systems -- Still inside -- Long live play -- We are heroes -- Green machine -- Pwn -- Conclusion: save point.
506 0 _aOpen Access
_fUnrestricted online access
_2star
520 _aIn Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.
588 _aDescription based on print version record.
650 7 _aHacker
_2gnd
650 7 _aComputerspiel
_2gnd
650 7 _aAktivismus
_2gnd
650 7 _aVideo games.
_2fast
_0(OCoLC)fst01166421
650 7 _aTechnology
_xSocial aspects.
_2fast
_0(OCoLC)fst01145202
650 7 _aHackers.
_2fast
_0(OCoLC)fst00872150
650 7 _aSOCIAL SCIENCE / Media Studies
_2bisacsh
650 7 _aGAMES
_xBoard.
_2bisacsh
650 7 _avideo games.
_2aat
650 6 _aPirates informatiques.
650 6 _aJeux video.
650 0 _aTechnology
_xSocial aspects.
650 0 _aHackers.
650 0 _aVideo games.
655 7 _aElectronic books.
_2local
710 2 _aProject Muse.
_edistributor
830 0 _aBook collections on Project MUSE.
856 4 0 _zFull text available:
_uhttps://muse.jhu.edu/book/76628/
999 _c234114
_d234113