Prelims

Callum T. F. McMillan (University of Leicester, United Kingdom)

Posthumanism in Digital Culture

ISBN: 978-1-80043-108-9, eISBN: 978-1-80043-107-2

Publication date: 15 January 2021

Citation

McMillan, C.T.F. (2021), "Prelims", Posthumanism in Digital Culture (Digital Activism and Society: Politics, Economy And Culture In Network Communication), Emerald Publishing Limited, Leeds, pp. i-xvii. https://doi.org/10.1108/978-1-80043-107-220211001

Publisher

:

Emerald Publishing Limited

Copyright © 2021 Callum T. F. McMillan. Published under exclusive licence by Emerald Publishing Limited


Half Title Page

Posthumanism in Digital Culture

Series Title Page

Digital Activism and Society: Politics, Economy and Culture in Network Communication

The Digital Activism and Society: Politics, Economy and Culture in Network Communication series focuses on the political use of digital everyday-networked media by corporations, governments, international organisations (Digital Politics), as well as civil society actors, NGOs, activists, social movements and dissidents (Digital Activism) attempting to recruit, organise and fund their operations, through information communication technologies.

The series publishes books on theories and empirical case studies of digital politics and activism in the specific context of communication networks. Topics covered by the series include, but are not limited to:

  • the different theoretical and analytical approaches of political communication in digital networks;

  • studies of socio-political media movements and activism (and ‘hacktivism’);

  • transformations of older topics such as inequality, gender, class, power, identity and group belonging;

  • strengths and vulnerabilities of social networks.

Series Editor

Dr Athina Karatzogianni

About the Series Editor

Dr Athina Karatzogianni is an Associate Professor at the University of Leicester, UK. Her research focuses on the intersections between digital media theory and political economy, in order to study the use of digital technologies by new socio-political formations.

Published Books in this Series

Digital Materialism: Origins, Philosophies, Prospects by Baruch Gottlieb

Nirbhaya, New Media and Digital Gender Activism by Adrija Dey

Digital Life on Instagram: New Social Communication of Photography by Elisa Serafinelli

Internet Oligopoly: The Corporate Takeover of Our Digital World by Nikos Smyrnaios

Digital Activism and Cyberconflicts in Nigeria: Occupy Nigeria, Boko Haram and MEND by Shola A. Olabode

Platform Economics: Rhetoric and Reality in the ‘Sharing Economy’ by Cristiano Codagnone

Communication as Gesture: Media(tion), Meaning, & Movement by Michael Schandorf

Forthcoming Titles:

Chinese Social Media: Face, Sociality, and Civility by Shuhan Chen and Peter Lunt

Media, Technology and Education in a Post-Truth Society by Alex Grech

Title Page

Posthumanism in Digital Culture: Cyborgs, Gods and Fandom

by

Callum T. F. McMillan

University of Leicester, United Kingdom

United Kingdom – North America – Japan – India – Malaysia – China

Copyright Page

Emerald Publishing Limited

Howard House, Wagon Lane, Bingley BD16 1WA, UK

First edition 2021

Copyright © 2021 Callum T. F. McMillan

Published under exclusive licence by Emerald Publishing Limited

Reprints and permissions service

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British Library Cataloguing in Publication Data

A catalogue record for this book is available from the British Library

ISBN: 978-1-80043-108-9 (Print)

ISBN: 978-1-80043-107-2 (Online)

ISBN: 978-1-80043-109-6 (Epub)

List of Tables

Chapter 2
Table 2.1. Participant List

Abstract

This work investigates the theories of transhumanism and posthumanism, the former dealing with radically changing bodies and minds, and the latter with the nature of humanity itself. It examines how these theories are rapidly growing and gaining more exposure in both today's media (specifically, video games and science fiction (SF) screen media, two likely platforms for such work), and the minds of their fans: the so-called ‘geek fandom’ that follows this type of media with a passion. The literature review lays the groundwork for this research, following the early days of humanist thought, the birth of ‘anthropocentrism’ and the history of transhuman and posthumanist thought from ancient times through to the modern day. In addition, this book tracks the ways in which video games and science fiction scholarship have developed, alongside research methods for both, in order to provide context to the case studies I have created: two for video games (Xenoblade Chronicles/Xenoblade Chronicles X) and one for SF screen (EX_MACHINA). Empirically, this work is triangulated with developer interviews and comments, together with the fan culture study, which provides the base for the primary research. This includes interviews with ‘lay’ fans and experts in various fields alike, which allowed for a great sample diversity. In fact, it is from the latter that the three key themes for this work emerge: ‘body’, ‘identity’ and ‘power’. These themes allow for a unique theoretical framing of trans/posthuman ideology, analysing the depth of popularised themes. Ultimately, with SF as a powerful disseminator of themes and video games as an interactive, responsive medium, these two media types and the fandom surrounding them make an excellent case for the rapid growth of trans/posthuman ideas. Ultimately, this work provides a rich triangulated analysis on a constantly shifting and changing scholarship on the current state of popular culture, and especially that of fandom.

Preface

The universe is cold. Fun is the fire that melts the blocks of hardship and creates a bubbling celebration of life. It is the birth right of every creature, a right no less sacred for having been trampled on since the beginning of time.

–Nick Bostrom

Acknowledgements

I want to thank my supervisors, Professor Athina Karatzogianni and Dr Anna Claydon, for their support and advice during my time at the University of Leicester, making sure my studies were guided in the right direction, and providing me with opportunities to hone my skills.

I wish to thank my mother and late family members, who supported my selfish desires and made all of this possible by allowing me to pursue a life at university, which changed me forever.

And also, I wish to thank the various video game producers and film directors who have inspired me to take up this line of work, with special regard to Nintendo, who have provided countless irreplaceable hours of fun and entertainment.