語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
FindBook
Google Book
Amazon
博客來
The Protopolitics of Play: From Gameworlds to Playing-in-the-World.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The Protopolitics of Play: From Gameworlds to Playing-in-the-World./
作者:
Moralde, Oscar John Arellano.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2022,
面頁冊數:
305 p.
附註:
Source: Dissertations Abstracts International, Volume: 83-09, Section: A.
Contained By:
Dissertations Abstracts International83-09A.
標題:
Aesthetics. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29060518
ISBN:
9798209893547
The Protopolitics of Play: From Gameworlds to Playing-in-the-World.
Moralde, Oscar John Arellano.
The Protopolitics of Play: From Gameworlds to Playing-in-the-World.
- Ann Arbor : ProQuest Dissertations & Theses, 2022 - 305 p.
Source: Dissertations Abstracts International, Volume: 83-09, Section: A.
Thesis (Ph.D.)--University of California, Los Angeles, 2022.
This item must not be sold to any third party vendors.
How might we understand the medium of video games beyond the static structures of encoded processes and audiovisual signifiers, and better articulate the ways that games meaningfully intervene in the lived space and time of individual players? This dissertation assesses games from a media theory perspective and argues for examining the embodied aesthetics of gameplay to extend existing proceduralist approaches to games as media texts. Those embodied aesthetics are articulated through an existential media phenomenology of gameworlds, where the game's technical capacity to perceive the player's perception through the interface allows for a full intersubjective encounter between player and game, and where each subject feels and responds to the other via playing-in-the-world. Rather than being clearly ideologically defined from the outset, this gameplay encounter is protopolitical, wherein embodied gameplay experiences create a variety of starting points for intervening in the public sphere. The dissertation considers questions of perspective and power relations through these experiences. One ideological framework for this intervention is gamification, which imagines that gameplay experiences can be cleanly transposed into more productive value-generating modes of action; however, its limited conception of the "real world" and inability to resolve the indeterminacy of gameplay experience prevent the idealistic extremes of that project from reaching fruition. Gamification's most notable successes are better characterized as a form of player participation, a framework through which we can understand how player-subjects connect with each other through gameplay experiences in the discursive public sphere. Critical and enactive gameplay communities, although contested spaces for progressive and regressive forces, illustrate the possibilities for game experience to become public action. Ultimately, a phenomenological understanding of playing-in-the-world allows for analyzing the ways in which games rehearse, dramatize, and recontextualize our interactions with the range of technological interfaces that permeate everyday life. The dissertation closes by considering how the continuously-changing technical and social contexts of games culture call for methodologies attentive to how bodily experiences emerge within those spaces.
ISBN: 9798209893547Subjects--Topical Terms:
523036
Aesthetics.
Subjects--Index Terms:
Game studies
The Protopolitics of Play: From Gameworlds to Playing-in-the-World.
LDR
:03535nmm a2200385 4500
001
2349152
005
20220920135751.5
008
241004s2022 ||||||||||||||||| ||eng d
020
$a
9798209893547
035
$a
(MiAaPQ)AAI29060518
035
$a
AAI29060518
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Moralde, Oscar John Arellano.
$3
3688551
245
1 4
$a
The Protopolitics of Play: From Gameworlds to Playing-in-the-World.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2022
300
$a
305 p.
500
$a
Source: Dissertations Abstracts International, Volume: 83-09, Section: A.
500
$a
Advisor: Mamber, Stephen.
502
$a
Thesis (Ph.D.)--University of California, Los Angeles, 2022.
506
$a
This item must not be sold to any third party vendors.
520
$a
How might we understand the medium of video games beyond the static structures of encoded processes and audiovisual signifiers, and better articulate the ways that games meaningfully intervene in the lived space and time of individual players? This dissertation assesses games from a media theory perspective and argues for examining the embodied aesthetics of gameplay to extend existing proceduralist approaches to games as media texts. Those embodied aesthetics are articulated through an existential media phenomenology of gameworlds, where the game's technical capacity to perceive the player's perception through the interface allows for a full intersubjective encounter between player and game, and where each subject feels and responds to the other via playing-in-the-world. Rather than being clearly ideologically defined from the outset, this gameplay encounter is protopolitical, wherein embodied gameplay experiences create a variety of starting points for intervening in the public sphere. The dissertation considers questions of perspective and power relations through these experiences. One ideological framework for this intervention is gamification, which imagines that gameplay experiences can be cleanly transposed into more productive value-generating modes of action; however, its limited conception of the "real world" and inability to resolve the indeterminacy of gameplay experience prevent the idealistic extremes of that project from reaching fruition. Gamification's most notable successes are better characterized as a form of player participation, a framework through which we can understand how player-subjects connect with each other through gameplay experiences in the discursive public sphere. Critical and enactive gameplay communities, although contested spaces for progressive and regressive forces, illustrate the possibilities for game experience to become public action. Ultimately, a phenomenological understanding of playing-in-the-world allows for analyzing the ways in which games rehearse, dramatize, and recontextualize our interactions with the range of technological interfaces that permeate everyday life. The dissertation closes by considering how the continuously-changing technical and social contexts of games culture call for methodologies attentive to how bodily experiences emerge within those spaces.
590
$a
School code: 0031.
650
4
$a
Aesthetics.
$3
523036
650
4
$a
Multimedia communications.
$3
590562
650
4
$a
Recreation.
$3
535376
653
$a
Game studies
653
$a
Gamification
653
$a
Ideology
653
$a
Intersubjectivity
653
$a
Phenomenology
653
$a
Video games
690
$a
0650
690
$a
0558
690
$a
0814
710
2
$a
University of California, Los Angeles.
$b
Film & TV 0010.
$3
3287101
773
0
$t
Dissertations Abstracts International
$g
83-09A.
790
$a
0031
791
$a
Ph.D.
792
$a
2022
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29060518
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9471590
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入