Coda

2020 ◽  
pp. 271-272
Author(s):  
Christopher B. Patterson

The coda briefly reiterates the book’s two main arguments: (1) that games train us as citizens of the open world empire to quantify, to tabulate, to enjoy certainty, and to be well adjusted to violence, and (2) that the playful anarchy and erotic interactions within video games tease us, test our ethical boundaries, and help us understand how our pleasures relate to imperial violence and transpacific colonial histories. The coda supplements these themes by exploring how digital games help realize the violences of empire by wedding forms of technological domination with artistic practice, combining the scientific with the aesthetic, the logical with the obscure, and the procedural with the anarchic. Through the media theories of Walter Benjamin, Roland Barthes, and Eve Sedgwick, the coda argues that interactive media’s greatest potential is in offering the virtual as a space of eros and play, where gamers can derive queer intimacy and erotic pleasure from a seemingly cold and scientific apparatus.

2020 ◽  
pp. 1-34
Author(s):  
Christopher B. Patterson

The book’s introduction teases out notions of openness, play, and erotics through discussions of video games. Video games train players to perceive a transnational, capitalist, and industrial form of empire, an “Open World Empire” wherein truth, openness, and digital transparency become elastic terms deployed within networks of forgetting and red herring scandals. When not seen as progressive, militaristic, or educational, gameplay emerges as a frivolous and queer practice that resists easy incorporation into state and neoliberal attitudes, as it appears as a self-indulgent waste of time. To account for the inescapability of Asian associations in games and to trace their transpacific imperial contexts, this introduction uses Asian American critique to see games as “Asiatic”: a style or form recognized as Asian-ish but that remains adaptable, fluid, and outside the authentic/inauthentic binary. The introduction discusses openness, erotic play, and the Asiatic through the history of video games and sexuality, as well as through the erotic methods developed by the critical theorists Roland Barthes, Michel Foucault, and Eve Sedgwick, whose erotic practices emerged by comparing Western modes of thinking with those perceived to be common across Asia.


2017 ◽  
Vol 141 ◽  
pp. 135-149
Author(s):  
Beate Sommerfeld

Der Artikel behandelt den Roman Die Meisen von UUsimaa singen nicht mehr 2014 des Experimentalfilmers und Autors Franz Friedrich als Reflex auf den Umbruch vom analogen zum digitalen Zeitalter. Stark polarisierend bezieht der Roman zum Medienwandel Stellung und schlägt sich auf die Seite der Analogmedien Fotografie und Film, wobei er auf den Fotografie- und Filmdiskurs des 20. Jahrhunderts von Bela Balazs, Walter Benjamin bis hin zu Roland Barthes und Georges Didi-Huberman zurückgreift. Indem der Roman ein Gewebe aus photoästhetischen Topoi, Metaphern und Diskursen spinnt, modelliert er eine Ästhetik des Abdrucks und der Berührung, die auf Roland Barthes’ Modell des “vokalischen Schreibens” rekurriert. Das Unbehagen an der Repräsentation, das aus Friedrichs Roman spricht, geht mit einer nostalgisch gefärbten Sehnsucht nach dem Authentischen einher.“The material matters” — reflections on the upheaval from analogue to digital media in the novel The Tits of Uusimaa Don’t Sing Any More by Franz Friedrich The purpose of the article is to show how literary texts reflect upon the upheaval from analogue to digital media using the example of the novel The Tits of Uusimaa Don’t Sing Any More by the experimental filmmaker and author Franz Friedrich 2014. Friedrich approaches the technological shift from analogue to digital and the transforming landscape of media from a critical viewpoint by looking back at the early 20th-century scenario of intermedial exchange. Doing so, he refers to the 20th-century media discourse Béla Balázs, Walter Benjamin to Roland Barthes and Georges Didi-Huberman, scrutinizing and redefining analogue media by referring to various topoi, metaphors the analogue as a mental imprint of the real. Friedrich confronts the representation paradigm of literature to the aesthetic of contact and resonances, strongly related to Roland Barthes’ concept of “vocal writing”.


Author(s):  
Christopher B. Patterson

Asian Americans have frequently been associated with video games. As designers they are considered overrepresented, and specific groups appear to dominate depictions of the game designer, from South Asian and Chinese immigrants working for Microsoft and Silicon Valley to auteur designers from Japan, Taiwan, and Iran, who often find themselves with celebrity status in both America and Asia. As players, Asian Americans have been depicted as e-sports fanatics whose association with video game expertise—particularly in games like Starcraft, League of Legends, and Counter-Strike—is similar to sport-driven associations of racial minorities: African Americans and basketball or Latin Americans and soccer. This immediate association of Asian Americans with gaming cultures breeds a particular form of techno-orientalism, defined by Greta A. Niu, David S. Roh, and Betsy Huang as “the phenomenon of imagining Asia and Asians in hypo- or hypertechnological terms in cultural productions and political discourse.” In sociology, Asian American Studies scholars have considered how these gaming cultures respond to a lack of acceptance in “real sports” and how Asian American youth have fostered alternative communities in PC rooms, arcades, and online forums. For still others, this association also acts as a gateway for non-Asians to enter a “digital Asia,” a space whose aesthetics and forms are firmly intertwined with Japanese gaming industries, thus allowing non-Asian subjects to inhabit “Asianness” as a form of virtual identity tourism. From a game studies point of view, video games as transnational products using game-centered (ludic) forms of expression push scholars to think beyond the limits of Asian American Studies and subjectivity. Unlike films and novels, games do not rely upon representations of minority figures for players to identify with, but instead offer avatars to play with through styles of parody, burlesque, and drag. Games do not communicate through plot and narrative so much as through procedures, rules, and boundaries so that the “open world” of the game expresses political and social attitudes. Games are also not nationalized in the same way as films and literature, making “Asian American” themes nearly indecipherable. Games like Tetris carry no obvious national origins (Russian), while games like Call of Duty and Counter-Strike do not explicitly reveal or rely upon the ethnic identities of their Asian North American designers. Games challenge Asian American Studies as transnational products whose authors do not identify explicitly as Asian American, and as a form of artistic expression that cannot be analyzed with the same reliance on stereotypes, tropes, and narrative. It is difficult to think of “Asian American” in the traditional sense with digital games. Games provide ways of understanding the Asian American experience that challenge traditional meanings of being Asian American, while also offering alternative forms of community through transethnic (not simply Asian) and transnational (not simply American) modes of belonging.


2020 ◽  
pp. 232-270
Author(s):  
Christopher B. Patterson

This chapter provides a conclusive stringing together of erotics, empire, and play by focusing on experiences of virtual tourism and conceiving of “the virtual other.” In video games, the virtual other places attention not onto this other but the inventor, the gazer, who has given up on obtaining a truthful and authentic access to the other and therefore sees them as virtual, somewhere between the real and the fake. Thinking through erotic methods found in the Asian confrontations of Roland Barthes, Michel Foucault, and Eve Sedgwick, this chapter argues that the modes of queer erotics in interactive media entice players to reimagine the virtual other by stepping outside of imperial forms of mapping, digital surveillance, and war. It examines discourses of virtual otherness manifested in transpacific cartography within Google Maps, the Civilization game series, and the virtual-reality experience of Google Earth.


Author(s):  
Christopher B. Patterson

Video games vastly outpace all other entertainment media in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products, yet their very existence has been conditioned upon the spread of militarized technology, the exploitation of already existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before them, video games have become the main artistic expression of empire today and thus form an understanding for how war and imperial violence proceed under the signs of openness, transparency, and digital utopia. To understand games as such, this book uses Asian American critiques to discusses games as Asian-inflected commodities, with their hardware assembled in Asia, their most talented e-sports players of Asian origin, and most of their genres formed by Asian companies (Nintendo, Sony, Sega). Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic, reminiscent of the works of Roland Barthes, Michel Foucault, and Eve Sedgwick. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against the open world empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments, with grave attention to how games allow us to tell our own stories about ourselves.


2019 ◽  
Vol 41 (6) ◽  
pp. 145-184
Author(s):  
Ji-man Kim ◽  
Sun-young Lee ◽  
Dae-hyun Lee
Keyword(s):  

Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


Author(s):  
Abby S. Waysdorf

What is remix today? No longer a controversy, no longer a buzzword, remix is both everywhere and nowhere in contemporary media. This article examines this situation, looking at what remix now means when it is, for the most part, just an accepted part of the media landscape. I argue that remix should be looked at from an ethnographic point of view, focused on how and why remixes are used. To that end, this article identifies three ways of conceptualizing remix, based on intention rather than content: the aesthetic, communicative, and conceptual forms. It explores the history of (talking about) remix, looking at the tension between seeing remix as a form of art and remix as a mode of ‘talking back’ to the media, and how those tensions can be resolved in looking at the different ways remix originated. Finally, it addresses what ubiquitous remix might mean for the way we think about archival material, and the challenges this brings for archives themselves. In this way, this article updates the study of remix for a time when remix is everywhere.


2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


2014 ◽  
Vol 39 (1) ◽  
Author(s):  
Bob De Schutter ◽  
Steven Malliet

AbstractThe current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.


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