Posthumanism in digital culture : cyborgs, gods and fandom

This book explores the theories of transhumanism and posthumanism, two philosophies that deal with radically changing bodies, minds, and even the nature of humanity itself. These fields are rapidly growing and gaining more exposure both in today's media, especially in video games and science fi...

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Bibliographic Details
Main Author: McMillan, Callum T. F., (Author)
Format: eBook
Language: English
Published: Bingley, U.K. : Emerald Publishing Limited, 2021.
Series: Digital activism and society.
Subjects:
ISBN: 9781800431096
9781800431072
Physical Description: 1 online resource (184 pages).

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Table of contents

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020 |a 9781800431096 
020 . . |a 9781800431072  |q electronic bk. 
040 |a UtOrBLW  |b eng  |e rda  |c UtOrBLW 
080 |a 141 
100 1 |a McMillan, Callum T. F.,  |e author. 
245 1 0 |a Posthumanism in digital culture :  |b cyborgs, gods and fandom /  |c by Callum T.F. McMillan. 
264 1 |a Bingley, U.K. :  |b Emerald Publishing Limited,  |c 2021. 
264 4 |c ©2021 
300 |a 1 online resource (184 pages). 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Digital activism and society: politics, economy and culture in network communication 
500 |a Includes index. 
504 |a Includes bibliographical references. 
505 0 |a Chapter 1. Introduction-- Chapter 2. Literature review: from human to posthuman -- Chapter 3. Methodology -- Chapter 4. Body -- Chapter 5. Identity -- Chapter 6. Power -- Chapter 7. Conclusion: a future transhumanism. 
520 |a This book explores the theories of transhumanism and posthumanism, two philosophies that deal with radically changing bodies, minds, and even the nature of humanity itself. These fields are rapidly growing and gaining more exposure both in today's media, especially in video games and science fiction screen media, and the minds of their fans - the so called 'geek fandom' that follows this media with a passion. The book covers the early days of humanist thought and the birth of 'anthropocentrism', and the history of trans/posthumanist thought from ancient times through to the modern day. It looks at the way in which video game and science fiction research has developed and presents case studies from video games and science fiction film ( Xenoblade Chronicles , Xenoblade Chronicles X and EX_MACHINA ). The author provides a unique insight into trans/posthuman theory, one of the most interesting theories the future of humanity, and demonstrates how the media - especially in the realm of science-fiction and video games - has been fixated on it. 
588 0 |a Print version record. 
650 0 |a Transhumanism. 
650 0 |a Technology  |x Philosophy. 
650 7 |a Philosophy  |x History & Surveys / Modern.  |2 bisacsh 
650 7 |a Popular philosophy.  |2 bicssc 
655 7 |a elektronické knihy  |7 fd186907  |2 czenas 
655 9 |a electronic books  |2 eczenas 
776 |z 9781800431089 
830 0 |a Digital activism and society. 
856 4 0 |u https://proxy.k.utb.cz/login?url=https://doi.org/10.1108/9781800431072  |y Full text