Artificial Intelligence and Playable Media

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A01=Eric Freedman
AI
Ai Research
algorithms
applied artificial intelligence in media
Artificial Intelligence
Author_Eric Freedman
BIM
biometric data analysis
Boston Dynamics
Build Environment
Category=A
Category=AB
Category=JBCC
Category=JBCT
Category=KCP
Category=KNT
Category=NH
Category=UGN
Category=UMK
Category=UYQ
CD Projekt
Computational Intelligence
computational media
computational storytelling
Data Set
Digital Twins
eq_art-fashion-photography
eq_bestseller
eq_business-finance-law
eq_computing
eq_history
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
Fitness Machines
Game Developers
Game Development
Game Development Pipeline
Game Engines
Grand Theft Auto
interactive media
IoT Data
Machine Intelligence
machine learning ethics
media and information studies
media and technology
Naughty Dog
networked play environments
new media
NPCs
Open World Games
playable culture
Playable Media
Procedural Content Generation
science and technology studies
software studies
Unreal Engine
user experience design
Video Game Engines
Video Game Industry
video games

Product details

  • ISBN 9781032124810
  • Weight: 280g
  • Dimensions: 152 x 229mm
  • Publication Date: 02 Sep 2022
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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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.

Eric Freedman is Professor and Dean of the School of Media Arts at Columbia College Chicago. He is the author of The Persistence of Code in Game Engine Culture (2020) and Transient Images: Personal Media in Public Frameworks (2011). He serves on the editorial boards of the International Journal of Creative Media Research and the Journal of Communication and Media Studies and on the Advisory Board of the Communication and Media Studies Research Network.

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