[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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