Javascript must be enabled to continue!
How to be acted upon by video games while (or without) losing the fun: The gaming world according to Davey Wreden
View through CrossRef
In our actions in relation to computer games, we are rarely forced to reflect on the question of how we conceptualize the medial objects upon and with which we are acting. Do we understand computer games as products, as economically outlined goods that can only be negotiated on the basis of an inherent hegemonic ideology in terms of their manufacture, distribution and, above all, their application? Or do we view them as open texts or spaces of experience which we can assimilate and within which we can take effect in a resistant, emancipatory or dissident way, either selectively or continuously? Do we shape the game, or does the game shape us? In a nutshell: is it possible to appropriate computer games? Davey Wreden’s games and can help us investigate these questions.
Title: How to be acted upon by video games while (or without) losing the fun: The gaming world according to Davey Wreden
Description:
In our actions in relation to computer games, we are rarely forced to reflect on the question of how we conceptualize the medial objects upon and with which we are acting.
Do we understand computer games as products, as economically outlined goods that can only be negotiated on the basis of an inherent hegemonic ideology in terms of their manufacture, distribution and, above all, their application? Or do we view them as open texts or spaces of experience which we can assimilate and within which we can take effect in a resistant, emancipatory or dissident way, either selectively or continuously? Do we shape the game, or does the game shape us? In a nutshell: is it possible to appropriate computer games? Davey Wreden’s games and can help us investigate these questions.
Related Results
Fire Rock: Navajo Prohibitions against Gambling
Fire Rock: Navajo Prohibitions against Gambling
Shortly after Congress passed the Indian Gaming Regulatory Act (IGRA) in 1988, casinos started appearing on reservations across North America and generating billions of dollars for...
The Austronesian Game Taxonomy: A cross-cultural dataset of historical games
The Austronesian Game Taxonomy: A cross-cultural dataset of historical games
AbstractHumans in most cultures around the world play rule-based games, yet research on the content and structure of these games is limited. Previous studies investigating rule-bas...
Use of Video Tools in the Educational Process and Consulting
Use of Video Tools in the Educational Process and Consulting
This is already for a while that the frontal lectures, workshops and laboratory sessions in distant learning are conducted via the Internet in a real time mode. However, educationa...
Soaring Through the Sky
Soaring Through the Sky
In this article, I explore the analytical potential of musical topics and tropes in the study of video game music. Following Neumeyer (2015), Almén (2008), and Hatten (1994), I est...
New Directions in Music Video: Vincent Moon and the ‘ascetic aesthetic’
New Directions in Music Video: Vincent Moon and the ‘ascetic aesthetic’
This article takes the form of a case study on the work of French filmmaker and music video director Vincent Moon, and his ‘Takeaway Shows’ at the video podcast site La Blogothèque...
Lost and Found and Lost Again
Lost and Found and Lost Again
The popularity of video games is at an all-time high among today’s population. Game designers and producers spend years on plot and character development, the creation of appropria...
“If anyone’s going to ruin your night, it should be you”: Responsibility and affective materiality in Undertale and Night in the Woods
“If anyone’s going to ruin your night, it should be you”: Responsibility and affective materiality in Undertale and Night in the Woods
Affective materiality is a tool for exploring how engaging with textual structures shapes the affective experience of a story. The experience of video games is distinctive because ...
COVID-19-related impact on mental health and career uncertainty in student-athletes—Data from a cohort of 7,025 athletes in an elite sport high school system in Sweden
COVID-19-related impact on mental health and career uncertainty in student-athletes—Data from a cohort of 7,025 athletes in an elite sport high school system in Sweden
ObjectivesMental health consequences and behavior change has been described in elite athletes following the vast impact of the COVID-19 pandemic on the world of sports. However, mo...
Recent Results
Grindr? it’s a “Blackmailer’s goldmine”! The weaponization of queer data publics Amid the US–China trade conflict
Grindr? it’s a “Blackmailer’s goldmine”! The weaponization of queer data publics Amid the US–China trade conflict
In March 2019, the Committee on Foreign Investment in the United States (CFIUS) identified Grindr, a hookup app that predominantly caters to men who have sex with men, as a “nation...
Slow Fire: Serial Thinking and Hardy's Genres of Induction
Slow Fire: Serial Thinking and Hardy's Genres of Induction
This essay considers the use of “serial thinking”—an approach to representation and cognition that emphasizes repetition, enumeration, and aggregation—in the work of Thomas Hardy. ...