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 |
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| 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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