SMF - Just Installed!
Started by droqen, March 20, 2023, 03:07:15 PM
Quote. . . players effortlessly draw together in the same sentence thumb sticks, virtual characters and environments, living rooms, fingers, laser rifles, loading screens, save points, and the end of the world. . . . to understand what is actually happening in a moment of videogame play the critic must attend to both what the player is consciously aware of, and what the player is doing their best to ignore.
Quote. . . there is a need for a body of scholarly videogame criticism that . . . would . . . analyse [videogames] in how they come together during play to be embodied by and incorporated with the player.
Quote[Galloway] explicitly suggests what is implicit in much scholarly work around videogames: Videogames are exceptional, and the videogames we currently have are held back in their ties to 'old' media.
Quote from: Atkins and Kryzwinska, 2007, p. 2the maelstrom of potential
Quote. . . that siren call that has [gamers] waiting eagerly for the 'better' designed videogames that 'better' technology will allow us to have 'one day'.
QuoteThe values of a 'pure uniqueness of videogames' embedded in the ability to act freely parallels with a certain, liberal conceptualisation of being human that, as Hayles (1999) notes, "applied, at best, to the fraction of humanity who had the wealth, power, and leisure to conceptualize themselves as autonomous beings exercising their will through individual agency and choice" (p. 286).
Quote from: ZeigfreidYou go on to say "but why would rich people need videogames" but I think that's not what he means.. . . videogames express the identity of the wealthy because they seek to reproduce a conceptualization of freedom that parallels, essentially, the effects of wealth.
QuotePostphenomenology (Ihde) explores not how human subjects change their world through technology, but how humans, their worlds, and technologies are all necessary and active parts of each other.
Quotethumb sticks, virtual characters and environments, living rooms, fingers, laser rifles, loading screens, save points, and the end of the world
Quotesemiotics, actions, and systems
Quoteactual, material, cultural, and formal
Quotethe player's proprioceptive awareness of . . . the videogame's material form (controllers, screens, rumble motors, etc.), the audiovisual signs (characters, a projected world, music, menus, etc.), and the various interrelations between all three