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

Computer Games as a Sociocultural Phenomenon
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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, Derrida, Digitised
Subjects:P Mass Communications and Documentation > P300 Media studies
Divisions:College of Arts > Lincoln School of Film & Media > Lincoln School of Film & Media (Media)
ID Code:2849
Deposited By: Anthony Richards
Deposited On:09 Jul 2010 10:24
Last Modified:04 Dec 2013 14:09

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