[Air-L] Lacan and videogames

Peter Timusk ptimusk at sympatico.ca
Wed Mar 11 10:01:45 PDT 2009


On 11-Mar-09, at 12:51 PM, Adam Davis wrote:

> ***Apologies for cross-posting***
>
> A contributor to one of these lists mentioned a paper they had  
> written on Lacan and videogames.  I meant to ask for a copy but  
> accidentally deleted the email.  I wonder if the author would be so  
> kind as to get in touch with me?
>
> Also: If anyone else knows of good papers or books on subjectivity  
> in virtual worlds and videogames, and particularly from a Lacanian  
> perspective on identification, I'd appreciate it!
>
> Adam
>

Not sure this is right on the mark but it is a good read

Author 	Matrix, Sidney Eve.
Title 	Cyberpop : digital lifestyles and commodity culture / Sidney  
Eve Matrix.
Publisher 	New York : Routledge, 2006.
Location 	Call # 	Status
MRT General 	 T 14.5 .M387 2006 	 IN LIBRARY
Table of Contents
Ch. 1	Cyberpoetics as methodology	11
Ch. 2	Cyber-commerce and computerized subjectivity	25
Ch. 3	Technomasculinity and GenderBLUR in The matrix	61
Ch. 4	GATTACA, gender and genoism	85
Ch. 5	Cyberfemininity : pixel vixens	103
Ch. 6	Technoeroticism and interactivity : the Lara Croft phenomenon	121
Ch. 7	Dangerous mixtures and uncanny flexibility : the shape-shifter



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