Presence-play: the hauntology of the computer game

Richards, Anthony and Lockwood, Dean (2008) Presence-play: the hauntology of the computer game. In: Computer games as a sociocultural phenomenon: games without frontiers, war without tears. Palgrave McMillan, London, pp. 175-186. ISBN 9780230545441

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Abstract

In contrast to many theorists in the growing field of videogame theory who point out the strong ‘apparatus’ nature of the player-videogame interface (an ultra-hypodermic experience; a cybernetic loop), this paper will foreground the active and non-immersive nature of the gamespace. Film theorists tended (ultimately under the influence of Althusser ) to posit a passive identification with the filmspace. This already suspect one-to-one relation has been uncritically imported into videogame theory where, conversely, we argue that identity-problematisation, undecidability and play are the crucial opportunities offered by this new medium.

Item Type: Book Section
Keywords: hauntology, deconstruction, computer games, apparatus theory, differance, ref36, refchapter
Subjects: P Mass Communications and Documentation > P300 Media studies
Divisions: College of Arts > Faculty of Media, Humanities & Performance > Lincoln School of Media
Depositing User: Anthony Richards
Date Deposited: 09 Jul 2010 10:24
Last Modified: 13 May 2013 15:51
URI: http://eprints.lincoln.ac.uk/id/eprint/2849

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