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Playing with Feelings: Video Games and Affect. Aubrey Anable. Minneapolis, MN: University of Minnesota Press, 2018, 176 pp. ISBN: 978-1-5179-0025-0. $25.00 (p/b).
Digital Scholarship in the Humanities ( IF 1.299 ) Pub Date : 2020-09-14 , DOI: 10.1093/llc/fqaa044
Olive J.

When I took my PhD exams for digital humanities, I largely had to create my reading list by piecing together what currently existed in the field with documents from computer science and other histories. As an emerging field, digital humanities has a lot of historical and theoretical ground to cover, which varies depending on one’s focus. Prepping for dissertation work in video games at an institution without a digital humanities concentration, I largely looked to other fields and programs to fill in gaps of knowledge. I wish that Aubrey Anable’s Playing with Feelings: Video Games and Affect had existed during that time. This book succeeds in its ambitious goal of putting video games into conversation with affect theory. Moreover, it speaks to a lot of digital humanities hallmarks, such as pushing the boundaries of technology in the humanities and engaging with critical theory.

中文翻译:

玩感觉:视频游戏和情感。奥布里·安布尔(Aubrey Anable)。明尼苏达州明尼阿波利斯:明尼苏达大学出版社,2018年,176页,ISBN:978-1-5179-0025-0。$ 25.00(p / b)。

当我参加数字人文科学博士学位考试时,我很大程度上不得不通过将计算机领域和其他历史学领域的文档拼凑在一起,来创建阅读清单。作为一个新兴领域,数字人文学科具有很多历史和理论基础,具体取决于个人的重点。在没有数字人文学科的机构中,为电子游戏中的论文工作做准备,我在很大程度上寻求了其他领域和程序来填补知识的空白。我希望Aubrey Anable玩的感觉:视频游戏和情感在那段时间里存在过。本书成功实现了将电子游戏与情感理论进行对话的雄心勃勃的目标。此外,它具有许多数字人文学科的特征,例如突破了人文学科的技术界限并参与了批判性理论。
更新日期:2020-09-14
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