


Productive Subjects: Time, Value and Gendered Feelings Mobile Subjects: Framing Selves and Spaces 7. Synthetic Subjects: Horror and Artificial Intelligence 6. Beastly Subjects: Bodies and Interfaces 5. Private Subjects: Secrecy, Scandal and Surveillance 4. Datafied Subjects: Profiling and Personal Data 3. Digital Subjects: Videogames, Technology and Identity 2. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.

As blends of software and fiction, games are uniquely capable of representing and exploring the effects of digitization on day-to-day life. This book argues that videogames offer a means of coming to terms with a world that is being transformed by digital technologies.
