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Research Interests:
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An oldie, but perhaps not a goodie.
Research Interests:
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This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use... more
This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use to contextualize, describe, and make sense of their experience. The chapter deploys the concpet of apportioned commodity fetishism to analyze the phenomena of discourse as practice, persona, the vagaries of game design, recursion, lexical formation, institutionalization, systems of self-effectiveness, theory as anti-theory, and commodification.
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This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use... more
This chapter explores the ways in which the field of Game Studies helps shape popular understandings
of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive
apparatuses that gamers use to contextualize, describe, and make sense of their experiences. The chapter
deploys the concept of apportioned commodity fetishism to analyze the phenomena of discourse as
practice, persona, the vagaries of game design, recursion, lexical formation, institutionalization, systems
of self-effectiveness, theory as anti-theory, and commodification.
Download (.pdf)
Computer games fundamentally incorporate composition into their game play. Highly symbolic constructs, whose photo-realistic graphical environments are often produced by combining pre-existing elements, computer games not only require... more
Computer games fundamentally incorporate composition into their game play. Highly symbolic constructs, whose photo-realistic graphical environments are often produced by combining pre-existing elements, computer games not only require players to read and to make meaning of symbols presented on the screen but to write and ultimately to revise their actions in the game relationship to these symbols. This activity, which is often constructed as “play” rather than writing, is significant in that, although its effects appear to be limited to the conversations taking place on the screen, its focus is ultimately on how players read and write (compose) themselves in relationship to the game and to the larger socio-political structures upon which the game is beholden. Computer games thus have the potential to help students not only understand the fundamentals of the compositional process and the larger socio-political structures within which this process occurs but to recognize how these socio-political structures construct reading and writing and in doing so determine the way that the individuals subject to them construct (read and write) themselves.
Download (.pdf)
Download (.pdf)
an oldie and perhaps not a goodie.
Download (.pdf)