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A Refusal to Play Along: Videogaming and Ludic Thought

A Refusal to Play Along: Videogaming and Ludic Thought

Sarah Grey
0/5 ( ratings)
In this dissertation, I analyze the videogame as a way of approaching emerging forms of selfhood, as well as new models of technological innovation, economic activity, and artistic production, utilizing writings by theorists of visual culture, in particular Theodor W. Adorno.
By evaluating the media phenomenon of the videogame, I assess the new ludic individual and elucidate the problems and possibilities that accompany her. I propose that games be played critically, not simply as expressions of culture or as products for consumption, but as objects through which we can think. In this way, games function much like artworks, as pieces of visual culture that allow us to explore different avenues of reflection.
Games can be catalysts for deliberation on a variety of topics, from aesthetics to constructions of selfhood. Individuals often play the role of the gamer even without knowing it, due to the unavoidability of games on phones, computers, TV, etc.
The individual as a gamer is active, but entrapped; she has choices, but they are from a menu; she has a purpose , but its outcome is predetermined.
My project is to scrutinize this tendency in order to explain how technologies have shaped us and, more importantly, how we can reclaim play for our benefit.
Language
English
Pages
273
Format
Nook
Publisher
Sarah Cameron Loyd Grey
Release
December 27, 2010
ISBN 13
2940011980114

A Refusal to Play Along: Videogaming and Ludic Thought

Sarah Grey
0/5 ( ratings)
In this dissertation, I analyze the videogame as a way of approaching emerging forms of selfhood, as well as new models of technological innovation, economic activity, and artistic production, utilizing writings by theorists of visual culture, in particular Theodor W. Adorno.
By evaluating the media phenomenon of the videogame, I assess the new ludic individual and elucidate the problems and possibilities that accompany her. I propose that games be played critically, not simply as expressions of culture or as products for consumption, but as objects through which we can think. In this way, games function much like artworks, as pieces of visual culture that allow us to explore different avenues of reflection.
Games can be catalysts for deliberation on a variety of topics, from aesthetics to constructions of selfhood. Individuals often play the role of the gamer even without knowing it, due to the unavoidability of games on phones, computers, TV, etc.
The individual as a gamer is active, but entrapped; she has choices, but they are from a menu; she has a purpose , but its outcome is predetermined.
My project is to scrutinize this tendency in order to explain how technologies have shaped us and, more importantly, how we can reclaim play for our benefit.
Language
English
Pages
273
Format
Nook
Publisher
Sarah Cameron Loyd Grey
Release
December 27, 2010
ISBN 13
2940011980114

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