by Eric Freedman (Author)
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
Freedmanexamines 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.