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  • Invisible Digital: What Animation and Games Tell Us about Software and Digital Culture

    Invisible Digital by Wood, Aylish;

    What Animation and Games Tell Us about Software and Digital Culture

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      • Publisher's listprice GBP 28.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        14 671 Ft (13 973 Ft + 5% VAT)
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    14 671 Ft

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    Product details:

    • Publisher Bloomsbury Academic
    • Date of Publication 21 August 2025
    • Number of Volumes Paperback

    • ISBN 9781501390876
    • Binding Paperback
    • No. of pages224 pages
    • Size 228x152 mm
    • Language English
    • Illustrations 3 bw illus
    • 700

    Categories

    Long description:

    Invisible Digital helps us makes sense of something we cannot see by presenting an innovative approach to digital images and digital culture. At its heart is a novel method for exploring software used in the creation of moving images as markers of converging cultural, organizational and technological influences. The three main case studies of Invisible Digital are the animated feature Moana (2016) and the computer games No Man's Sky (2016) and Everything (2017). All three were created using procedural techniques: simulation software for Moana, and procedural content generation for No Man's Sky and Everything. Production culture disclosures associated with procedural techniques often emphasize the influences of automated systems and their algorithms, making them ideal for a study that interrogates digital processes.

    The approach of Invisible Digital is informed by relational theories and the concept of entanglement based on materialist perspectives, combined with insights from work that more explicitly interrogates algorithms and algorithmic culture. Aylish Wood employs the notion of assemblages to introduce the concept of material-cultural narratives. Using this conceptual framework, she draws out material-cultural narratives for each case study to demonstrate what they reveal about software and digital culture. These analyses of software provide a widely applicable method through which moving image studies can contribute more fully to the wider and growing debates about algorithmic culture.

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    Table of Contents:

    Introduction
    Chapter 1: What Does Water Look Like?
    Chapter 2: Making Waves
    Chapter 3: Generating Places
    Chapter 4: What Connects?
    Conclusion
    Bibliograpy
    Index

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