Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interact
This book responds to a growing interest in death, dying and the dead within and beyond the field of death studies. The collection defines an understanding of �
This book examines the concept of ‘lockdown leisure’ as closely related to the Covid-19 pandemic. Through a range of inter-disciplinary chapters, the volume
This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities.
An account of the complex relationship between technology and romanticism that links nineteenth-century monsters, automata, and mesmerism with twenty-first-cent