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Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

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thesis is to apply STS approaches, in particular Actor-Network Theory (ANT) to new media <strong>and</strong> new media<br />

culture.<br />

key concepts<br />

<strong>videogames</strong><br />

There is no longer a clear distinction between the terms ‘computer game’ <strong>and</strong> ‘videogame’. Until the early<br />

1990s (with the dissemination of the personal computer as a consumer product) ‘<strong>videogames</strong>’ were produced<br />

for a videogame console or dedicated device whilst ‘computer games’ were produced for home computers.<br />

The latter were often less sophisticated graphically but afforded the player the opportunity to intervene in<br />

the game software <strong>and</strong> make changes to the appearance or structure of the game. Over the past decade or so<br />

the popularity of personal computers in the home has led to the rise of ‘PC gaming’ <strong>and</strong> a marked overlap in<br />

the games available for consoles <strong>and</strong> PCs. Today <strong>videogames</strong> could be regarded as the largest subset of a<br />

broader category of computer games. My focus then is on <strong>videogames</strong> as popular, commercially produced<br />

<strong>and</strong> distributed media objects, designed to be played on consoles (as well as their play <strong>and</strong> their players). I<br />

will however also be referring to other <strong>form</strong>s of computer games such as chess or simulation games designed<br />

primarily for play on PCs.<br />

videogame play <strong>and</strong> players<br />

The terms ‘text’ <strong>and</strong> ‘consumption’ are used in this introduction as they are key terms in Cultural <strong>and</strong> Media<br />

Studies. They are useful in introducing the issues under consideration, but are problematic in addressing the<br />

specific implications of the study of videogame hardware, software <strong>and</strong> gameplay as media technologies <strong>and</strong><br />

cultural experience. Other terms <strong>and</strong> approaches for these objects <strong>and</strong> practices or processes through which<br />

they are engaged with will be suggested throughout the thesis, as will the conceptual implications of these<br />

other terms <strong>and</strong> approaches.<br />

A corollary of this is the separation, conventional within Cultural <strong>and</strong> Media Studies, of media text<br />

<strong>and</strong> spectator or viewer. Thus, though so far I have listed my objects of study as being ‘<strong>videogames</strong>,<br />

videogame play <strong>and</strong> videogame players’, a key argument of this thesis is that these objects are analytically<br />

inseparable <strong>and</strong> (in the last section) the term ‘videogame/play/ers’ will be used. The awkwardness of this<br />

13

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