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Unplayable (Videogames for the Post-Anthropocene)
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$50.00
| Expected release date is Dec 15th 2026 |
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Product Details
Author:
Paolo Ruffino
Format:
Paperback
Pages:
224
Publisher:
MIT Press (December 15, 2026)
Imprint:
The MIT Press
Release Date:
December 15, 2026
Language:
English
Audience:
General/trade
ISBN-13:
9780262054737
ISBN-10:
0262054736
Weight:
13oz
Dimensions:
6" x 9"
File:
RandomHouse-PRH_Book_Company_PRH_PRT_Onix_delta_active_D20260723T014615_157287225-20260723.xml
Folder:
RandomHouse
List Price:
$50.00
Country of Origin:
United States
Pub Discount:
65
Case Pack:
24
As low as:
$38.50
Publisher Identifier:
P-RH
Discount Code:
A
QuickShip:
Yes
Overview
What videogames can tell us when life itself is in crisis.
The Anthropocene, the current geological epoch marked by human impact on the environment, is putting life itself at risk. In Unplayable, Paolo Ruffino argues that the effects of the Anthropocene reverberate in our media consumption practices, and that by paying attention to our media engagements, we can draw ethical and philosophical directions for our lives in the post-Anthropocene: a way of living in the age that separates us from extinction.
The author focuses specifically on videogames, and in particular, videogames that relegate humans to the background of the interactive experience by recalibrating their agency, automating the creation of digital environments, and generating content that far exceeds the lifespan of our species.
The book considers what videogame players and makers can teach us about our remaining time on this planet—when both the real world and its simulations no longer function as expected.
The Anthropocene, the current geological epoch marked by human impact on the environment, is putting life itself at risk. In Unplayable, Paolo Ruffino argues that the effects of the Anthropocene reverberate in our media consumption practices, and that by paying attention to our media engagements, we can draw ethical and philosophical directions for our lives in the post-Anthropocene: a way of living in the age that separates us from extinction.
The author focuses specifically on videogames, and in particular, videogames that relegate humans to the background of the interactive experience by recalibrating their agency, automating the creation of digital environments, and generating content that far exceeds the lifespan of our species.
The book considers what videogame players and makers can teach us about our remaining time on this planet—when both the real world and its simulations no longer function as expected.









