Artificial Intelligence and Playable Media
eBook - ePub

Artificial Intelligence and Playable Media

  1. 164 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Artificial Intelligence and Playable Media

About this book

This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life.

From video games to robotic companions to digital twins, artificial intelligence drives large sectors of the culture industry where play, media and machine learning coexist. This book illustrates how playable media contribute to our sense of self, while also harnessing our data, tightening our bonds with computation and realigning play with the demands of network logic. Author Eric Freedman examines a number of popular media forms - from the Sony AIBO robotic dog, video game developer Naughty Dog's Uncharted and The Last of Us franchises, to Peloton's connected fitness equipment - to lay bare the computational processes that undergird playable media, and addresses the social, cultural, technological and economic forces that continue to shape user-centered experience and design. The case studies are drawn from a number of related research fields, including science and technology studies, media studies and software studies.

This book is ideal for media studies students, scholars and practitioners interested in understanding how applied artificial intelligence works in popular, public and visual culture.

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Yes, you can access Artificial Intelligence and Playable Media by Eric Freedman in PDF and/or ePUB format, as well as other popular books in Social Sciences & Media Studies. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Cover
  2. Half Title
  3. Title
  4. Copyright
  5. Contents
  6. List of Figures
  7. Acknowledgments
  8. 1 Computation Meets Play: The History of Playful AI
  9. 2 Expressive Intelligence: Modernizing the Video Game Industry
  10. 3 Cheating Death: Artificial Intelligence, Non-Player Characters and the Logic of Pandemic Culture
  11. 4 New Platform Industries: Artificial Intelligence, Biometrics and Connected Fitness
  12. 5 Worldbuilding and Digital Twins
  13. Bibliography
  14. Index