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Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

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new media studies - i.e. the study of new media, but also suggest a new media studies - a rethinking of<br />

Media Studies in contemporary technoculture.<br />

These arguments will be pursued through the circumscription of nested concerns <strong>and</strong> discourses.<br />

The widest circle encompasses theories of technology <strong>and</strong> culture in general, within that lies<br />

considerations of computer technology <strong>and</strong> culture, <strong>and</strong> within that computer media in everyday life <strong>and</strong><br />

popular culture. Concentricity is not possible though: some consideration of non-media domestic<br />

technology will be needed, <strong>and</strong> theories of identity, embodiment, human <strong>and</strong> nonhuman agency, <strong>and</strong><br />

play will loop through all the above following their own eccentric orbits.<br />

These premises will be pursued through the following conceptual <strong>and</strong> methodological concerns:<br />

how to analyse <strong>and</strong> theorise the videogame as a popular new media <strong>form</strong>, i.e. as both screen media<br />

images <strong>and</strong> scenarios, <strong>and</strong> as computer software – to what extent can textual analysis, developed to<br />

study film <strong>and</strong> television, identify the particular dynamics of game <strong>and</strong> of software;<br />

how to analyse <strong>and</strong> theorise videogameplay as a <strong>technocultural</strong> practice or event, in which both<br />

human <strong>and</strong> nonhuman agency is in operation – to what extent are established theories of consumption<br />

in everyday life adequate to the study of these events;<br />

how to analyse <strong>and</strong> theorise videogameplayers – to what extent can the cybercultural rhetoric of<br />

cybernetics, cyborgs <strong>and</strong> the posthuman be used to account for the real circuits of technologies, media<br />

images, play <strong>and</strong> subjectivity - to what extent can ethnographic research describe these circuits?<br />

The thesis will conclude by offering a new model of technoculture in everyday life. It will shift analytical <strong>and</strong><br />

critical attention away from established research objects <strong>and</strong> notions (the ‘impact’ of technologies,<br />

consumption, identities <strong>and</strong> subjectivity, interactivity) <strong>and</strong> towards the ‘event’ of gameplay as one with<br />

nonhuman as well as human participants, <strong>and</strong> brought into being by relationships, <strong>and</strong> translations, of<br />

human <strong>and</strong> nonhuman agency.<br />

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