000 02917cam a2200361 i 4500
001 22553667
005 20250423160227.0
008 220519s2023 nyua e b 001 0 eng
010 _a 2022020739
020 _a9781032125459
_q(hardback)
020 _a9781032124810
_q(paperback)
020 _z9781003225072
_q(ebook)
040 _aDLC
_beng
_erda
_cDLC
_dDLC
041 _aeng
042 _apcc
050 0 0 _aQ335
_b.F7354 2023
100 1 _aFreedman, Eric,
_d1965-
_eauthor.
245 1 0 _aArtificial intelligence and playable media/
_cEric Freedman.
264 1 _aNew York:
_bRoutledge, Taylor & Francis Group,
_c2023.
300 _aix, 163 pages :
_billustrations ;
_c24 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
504 _aIncludes bibliographical references (pages 136-156) and index.
505 0 _aComputation Meets Play: The History of Playful AI -- Expressive Intelligence: Modernizing the Video Game Industry -- Cheating Death: Artificial Intelligence, Non-Player Characters and the Logic of Pandemic Culture -- New Platform Industries: Artificial Intelligence, Biometrics and Connected Fitness -- Worldbuilding and Digital Twins.
520 _a"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 draw 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"--
_cProvided by publisher.
650 0 _aArtificial intelligence
_xSocial aspects.
650 0 _aInteractive multimedia
_xSocial aspects.
650 0 _aEntertainment computing
_xSocial aspects.
776 0 8 _iOnline version:
_aFreedman, Eric, 1965-
_tArtificial intelligence and playable media
_dNew York, NY : Routledge, 2023
_z9781003225072
_w(DLC) 2022020740
942 _2lcc
_cBK
_n0
999 _c30294
_d30294