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At Home Everywhere: Empowerment Fant...
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Goetz, Christopher James.
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At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames./
作者:
Goetz, Christopher James.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2016,
面頁冊數:
207 p.
附註:
Source: Dissertation Abstracts International, Volume: 78-07(E), Section: A.
Contained By:
Dissertation Abstracts International78-07A(E).
標題:
Film studies. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10190984
ISBN:
9781369558395
At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames.
Goetz, Christopher James.
At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames.
- Ann Arbor : ProQuest Dissertations & Theses, 2016 - 207 p.
Source: Dissertation Abstracts International, Volume: 78-07(E), Section: A.
Thesis (Ph.D.)--University of California, Berkeley, 2016.
This dissertation engages conversations about the meaning and function of videogames within domestic spaces in 1990s and 2000s convergence culture. The introductory chapter discusses fantasy as a constituent of domesticity, and makes a case for how fantasy can be thought of as a bridge for videogame formalism and research into the context of play. It begins by discussing the "rhetorics of play" in game studies along with videogame medium specificity, introducing the notion of empowerment fantasy in relation to a rhetoric of frivolity, and providing a historical sketch of the arcade spaces where games were played before they were a primarily domestic phenomenon.
ISBN: 9781369558395Subjects--Topical Terms:
2122736
Film studies.
At Home Everywhere: Empowerment Fantasies in the Domestication of Videogames.
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Chapter 1 expands prevailing models of media-content convergence, which tend to assume games are inherently cinematic for their storytelling potential (and movies game-like when made with branching narratives). I argue that a far more meaningful site of convergence between videogames and movies is a shared body fantasy about collision and movement through space---a kinetic expression that is mapped to body schema through repeated practice in videogame play, and that takes on broader narrative significance in action-hero cinema. Building on feminist film theory's use of fantasy for textual interpretation of repetitious home viewing (Walkerdine, 1986), this chapter lays the groundwork for thinking about empowerment fantasy in popular entertainment.
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The second chapter introduces and tracks a "body-transcendence" fantasy in action videogames of the 1990s and 2000s. In defining the fantasy of having a transcendent body, it considers new applications in entertainment media for Niedzviecki's (2006) "I'm specialism," in which a longed-for specialness represents a new kind of (American) consumer conformity. It explores the wish for mastery expressed at the level of body memory in action videogames in terms of what Carlson (1981) calls a "politics of powerlessness," an overtly ineffectual exercising of traditional mechanisms of power that blends protest with a kind of withdrawal from political reality. This chapter's central fantasy connects games with a melodramatic action cinema, which is addressed here, but discussed extensively in the following chapter.
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The third chapter discusses the "body-transcendence" fantasy in melodramatic action-hero television and cinema, a super-genre that Shaun Treat (2009) called the "superhero zeitgeist" of the late-1990s and 2000s. In these films and television shows the transposition of narrative conflict into bodily terms reflects a wish for mastery expressed at the level of body memory shared with action videogames in the early 1990s. The chapter uses games and cinema to inform one another, developing new approaches for thinking about convergence in entertainment media.
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Chapter 4 identifies and describes a core empowerment fantasy shared by videogames and narrative media. The "tether fantasy," which is defined through careful videogame textual analysis as the pleasure of leaving a safe point and venturing into unknown, dangerous spaces, as well as the pleasure of returning to safety. The chapter draws from a variety of academic sources that discuss a tether (or equivalent) phenomenon. "Tether fantasy" is a literal psychoanalytic term to describe a kind of residual separation anxiety, and this corresponds to the behavioral-psychological framework of attachment theory. But rather than grounding its claims in these disciplines, this chapter focuses on demonstrating how a "tether fantasy" can be described in other domains, such as architectural design, narrative media, and (increasingly) as an empowerment fantasy in videogames. This fantasy, more than any other in the dissertation, describes gaming's relationship to the home, since the tether is part of the design of many games, but is also descriptive of how games fit into what Barbara Klinger calls the "home-entertainment fortress."
520
$a
The fifth and final chapter identifies and describes a core empowerment fantasy driving growth in videogame genres, but which does not exist as coherently in narrative media or contexts outside of videogame and tabletop play. The "accretions fantasy" is defined through careful videogame textual analysis as the pleasure of correcting weakness by gathering and accruing objects, items, and power from a game's spaces and characters. In a game, the accretion represents increasing stability in the face of threat, and I tie this pattern to Freud's "nirvana principle," but through the disguise of an endless array of busy activity. This chapter tracks the accretion fantasy as it intersects with other empowerment fantasies in games---especially the tether fantasy---extending analysis into videogame genre begun earlier in the dissertation. The chapter intervenes directly into research into videogame motivation predicated on "Skinner box" theories of psychology in order to argue that videogames cannot be reduced to reward schedules alone. (Abstract shortened by ProQuest.).
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10190984
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