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 Electronic eBook
LanguageEnglish
Published Bingley, U.K. : Emerald Publishing Limited, 2021.
SeriesDigital activism and society.
Subjects
Online AccessFull text
ISBN9781800431096
9781800431072
DOI10.1108/9781800431072
Physical Description1 online resource (184 pages).

Cover

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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). 
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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. 
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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