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videogames, media, philosophy, science fiction, theory
Abstract or Description
This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.
Carnegie Mellon University: ETC Press
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This work is licensed under a Creative Commons Attribution 3.0 License.
Roth, M. (2018). Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan. Pittsburgh, PA: Carnegie Mellon University: ETC Press. http://repository.cmu.edu/etcpress/76