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Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

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The humanist assumptions of constructionism result in clear conceptual distinctions between the<br />

human (from individual identity to human forces such as society, history, <strong>and</strong> economics) <strong>and</strong> the<br />

nonhuman (nature, technology). This project will argue that constructionism limits the underst<strong>and</strong>ing of a<br />

world of material <strong>and</strong> technological, as well as discursive <strong>and</strong> ‘social’, forces <strong>and</strong> agencies.<br />

identity <strong>and</strong> subjectivity<br />

An example of the limitations of social constructionism that is central to this thesis is the fundamental role<br />

played by concepts of (human) identity <strong>and</strong> subjectivity in Cultural <strong>and</strong> Media Studies. So, when Cultural<br />

Studies <strong>and</strong> Media Studies has addressed questions of change <strong>and</strong> newness in media culture it has often<br />

posited human identity <strong>and</strong> subjectivity as the locus of this novelty. From the mechanics of the cinematic<br />

apparatus with the spectator as its human component, or broader questions of the shifting relationships of<br />

individuals <strong>and</strong> groups to their locale <strong>and</strong> the globe through transnational media <strong>and</strong> in<strong>form</strong>ation flows, to<br />

ethnographic studies of the ‘construction’ of identity through Internet media such as MUDs <strong>and</strong> Web home<br />

pages, it is the partially refracted (yet still identifiably humanist) subject that is of concern. As with the<br />

ubiquitous critique of technological determinism outlined above this focus on human identity <strong>and</strong><br />

subjectivity, whatever insights are generated, works to elide consideration of the nonhuman agents in media<br />

consumption <strong>and</strong> communication. This thesis will ask: what are the implications of shifting attention from<br />

subjectivity in media consumption to agency in media <strong>technocultural</strong> circuits?<br />

technoculture<br />

In its general application technoculture refers to cultural phenomena in which technologies or technological<br />

forces are a significant aspect. The essays in Penley <strong>and</strong> Ross’s book Technoculture (1991) for instance cover<br />

medical <strong>and</strong> reproductive technologies <strong>and</strong> discourses, computer hacking <strong>and</strong> viruses, erotic manga, hip hop<br />

music <strong>and</strong> culture, art, <strong>and</strong> (inevitably) Gibson <strong>and</strong> cyberpunk. The term ‘techno-popular culture’ has been<br />

used in ethnographic research on young people <strong>and</strong> computer media (see Facer, Sutherl<strong>and</strong> & Furlong<br />

2003). However it is important to this thesis that any a priori distinction between technology <strong>and</strong> culture<br />

(i.e. as two largely separate phenomena that come together at certain junctures) be questioned. This will be<br />

explored in Part 3.2, but it is worth raising now Bruno Latour’s assertion that society has always been an<br />

indissoluble network of technological <strong>and</strong> human entities (Latour 1991, 1992a, 1992b). A distinction can be<br />

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