000 01813cam a2200193 i 4500
020 _a9781003225072
020 _a9781032124810
020 _a9781032124810
082 0 0 _a006.3
100 1 _aFreedman, Eric,
245 1 0 _aArtificial intelligence and playable media /
_cEric Freedman.
264 1 _aNew York :
_bRoutledge, Taylor & Francis Group,
_c2023.
300 _a1 online resource
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"--
650 0 _aArtificial intelligence
650 0 _aInteractive multimedia
650 0 _aEntertainment computing
942 _2lcc
_cBK
999 _c14021
_d14021