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Что значит быть человеком? Тело и машина в новеллизациях ролевой игры Warhammer. / Липинская, Анастасия Андреевна.

W kregu problemow antropologii literatury. Cialo I rzesz w literaturze. Bialystok, 2016. p. 295-303.

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@inproceedings{fba45b7c28c74a0881ba727d2705845e,
title = "Что значит быть человеком? Тело и машина в новеллизациях ролевой игры Warhammer",
abstract = "The article deals with the opposition of a machine and a human being and the theme of corporeity in G.McNeill{\textquoteright}s {"}Mechanicum{"}. McNeill widely uses contrasts, showing strange things from the point of view of an “everyman”, a young girl Dahlia who enters the world of advanced technologies and is surprised and sometimes shocked by the ways human mind and flesh interact with mechanisms. Another character, an officer driving a huge war machine and developing a very intense relationship with it, actually something next to symbiosis, loses his iron “partner” and slowly retreats to the world of simulated sensations resembling a highy advanced computer game, meanwhile losing his body which becomes weaker and weaker until it cannot function independently. These uncommon experiences are described “from within”, which makes them seem familiar, but they also remind us of widely discussed modern issues, such as computer games, artificial intellect, prosthetics and other medical manipulations. He is interested not in the technical aspect of relationships between body and machine but rather in their ethical and psychological aspects, also widely quoting literary and mythic sources. These factors can probably explain why McNeill{\textquoteright}s Warhammer novels are successful – not only as novelizations of a game but as a sort of reflexion concerning important issues.",
author = "Липинская, {Анастасия Андреевна}",
year = "2016",
language = "русский",
isbn = "9788374314916",
pages = "295--303",
booktitle = "W kregu problemow antropologii literatury. Cialo I rzesz w literaturze",

}

RIS

TY - GEN

T1 - Что значит быть человеком? Тело и машина в новеллизациях ролевой игры Warhammer

AU - Липинская, Анастасия Андреевна

PY - 2016

Y1 - 2016

N2 - The article deals with the opposition of a machine and a human being and the theme of corporeity in G.McNeill’s "Mechanicum". McNeill widely uses contrasts, showing strange things from the point of view of an “everyman”, a young girl Dahlia who enters the world of advanced technologies and is surprised and sometimes shocked by the ways human mind and flesh interact with mechanisms. Another character, an officer driving a huge war machine and developing a very intense relationship with it, actually something next to symbiosis, loses his iron “partner” and slowly retreats to the world of simulated sensations resembling a highy advanced computer game, meanwhile losing his body which becomes weaker and weaker until it cannot function independently. These uncommon experiences are described “from within”, which makes them seem familiar, but they also remind us of widely discussed modern issues, such as computer games, artificial intellect, prosthetics and other medical manipulations. He is interested not in the technical aspect of relationships between body and machine but rather in their ethical and psychological aspects, also widely quoting literary and mythic sources. These factors can probably explain why McNeill’s Warhammer novels are successful – not only as novelizations of a game but as a sort of reflexion concerning important issues.

AB - The article deals with the opposition of a machine and a human being and the theme of corporeity in G.McNeill’s "Mechanicum". McNeill widely uses contrasts, showing strange things from the point of view of an “everyman”, a young girl Dahlia who enters the world of advanced technologies and is surprised and sometimes shocked by the ways human mind and flesh interact with mechanisms. Another character, an officer driving a huge war machine and developing a very intense relationship with it, actually something next to symbiosis, loses his iron “partner” and slowly retreats to the world of simulated sensations resembling a highy advanced computer game, meanwhile losing his body which becomes weaker and weaker until it cannot function independently. These uncommon experiences are described “from within”, which makes them seem familiar, but they also remind us of widely discussed modern issues, such as computer games, artificial intellect, prosthetics and other medical manipulations. He is interested not in the technical aspect of relationships between body and machine but rather in their ethical and psychological aspects, also widely quoting literary and mythic sources. These factors can probably explain why McNeill’s Warhammer novels are successful – not only as novelizations of a game but as a sort of reflexion concerning important issues.

UR - https://wydawnictwo.uwb.edu.pl/ksiazka/98-w-kregu-problemow-antropologii-literatury-cialo-i-rzecz-w-literaturze

UR - https://repozytorium.uwb.edu.pl/jspui/handle/11320/5147

M3 - статья в сборнике материалов конференции

SN - 9788374314916

SP - 295

EP - 303

BT - W kregu problemow antropologii literatury. Cialo I rzesz w literaturze

CY - Bialystok

ER -

ID: 11877595