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Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

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future for the human body. Donna Haraway’s work is particularly influential here. For Haraway, ‘a cyborg is<br />

a cybernetic organism, a hybrid of machine <strong>and</strong> organism, a creature of social reality as well as a creature of<br />

fiction’ (Haraway 1990: 191). This ambiguous status is bound up with the cyborg’s descriptive <strong>and</strong> utopian<br />

possibilities for Haraway, <strong>and</strong> it is reflected in the diverse ways in which this figure has been discussed. For<br />

some it suggests that the posthuman is predicated on observations or warnings that the corporeal aspects of<br />

the human are, or will be, undergoing trans<strong>form</strong>ation. Others invoke the cyborg <strong>and</strong> the posthuman<br />

(following Latour for example) to argue that humans <strong>and</strong> human societies have always been technosocial <strong>and</strong><br />

hence never simply or exclusively ‘human’. Elsewhere these imagined <strong>and</strong> actual bodily changes are<br />

interrogated from a post-structuralist tradition for their implications for prevailing notions of subjectivity,<br />

i.e. it is humanism as a post-Enlightenment meta-discourse that is undergoing trans<strong>form</strong>ation (Badmington<br />

2000). This could be termed ‘critical posthumanism’. The work of Haraway is again central here. This latter<br />

posthumanism strikes a chord with Science <strong>and</strong> Technology Studies, for example in a special issue of the<br />

journal Cultural Critique in 2003, <strong>and</strong> in debates between, for instance, Haraway <strong>and</strong> Latour.<br />

The question of what kind of relationship between the human <strong>and</strong> the technological is brought into<br />

being in videogame play is the focus of Part 4.<br />

methodological questions<br />

1. this thesis will offer critiques of established Media <strong>and</strong> Film Studies models of textual analysis for<br />

<strong>videogames</strong> as interactive / cybernetic media, <strong>and</strong> propose instead cybertextual analysis<br />

2. it will draw on ethnographic approaches to media consumption <strong>and</strong> play, in particular small-scale studies.<br />

It will argue that the very small-scale <strong>and</strong> intimate circuit between player <strong>and</strong> game is a vital object of<br />

analysis.<br />

3. A synthesis is needed between these analytical <strong>and</strong> ethnographic methods given the project’s<br />

unwillingness to establish an a priori asymmetry between videogame (as ‘text’), videogameplay (as<br />

consumption or practice) <strong>and</strong> videogameplayer (embodied media subject). I call this synthetic approach<br />

microethnography. This microethnography will have to challenge the anthropocentrism of ethnography <strong>and</strong><br />

anthropology (the etymology of these terms roots them in the study of human society <strong>and</strong> ‘Man’) to attend to<br />

nonhuman as well as human agencies in play. Therefore cybercultural <strong>and</strong> STS concepts <strong>and</strong> approaches will<br />

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