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Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

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part 3: towards a new media studies<br />

3.1 beyond the media text<br />

It is argued that the emphasis within the dominant discourses of Cultural <strong>and</strong> Media Studies on a linguistic<br />

or textual model of culture <strong>and</strong> communication is key to the shortcomings of their attention to new media<br />

<strong>and</strong> technoculture. The model of communication as one of encoding a message (at the moment of production<br />

of a media ‘text’) <strong>and</strong> of its decoding (at the moment of consumption) that underpins mainstream Cultural<br />

<strong>and</strong> Media Studies, is tested for its adequacy in analysing the popular use of digital technology <strong>and</strong> software.<br />

Firstly it is argued that this textual metaphor elides the fundamentally material nature of culture <strong>and</strong><br />

communication in general, secondly - more specifically – it is argued that the textual model doesn’t allow for<br />

an underst<strong>and</strong>ing of videogame play as irreducibly technological <strong>and</strong> embodied (cybernetic, even), <strong>and</strong><br />

thirdly – questions are raised as to the relevance of foregrounding ideological critique in media<br />

consumption, particularly in relation to ludic media artefacts <strong>and</strong> practices.<br />

3.2 augmenting Media Studies<br />

The critique of the ‘anti-technological determinist’ credo of Cultural <strong>and</strong> Media Studies is developed <strong>and</strong><br />

alternative theoretical resources on the cultural role of technology are introduced, notably actor-network<br />

theory <strong>and</strong> science <strong>and</strong> technology studies. Drawing on these approaches a retheorisation of media<br />

technologies as material <strong>and</strong> as agents is posited. One of the key concerns of this thesis, the proposition that<br />

<strong>videogames</strong> are constituted by technological as well as human agency is addressed.<br />

3.3 cybertextual analysis<br />

Videogames are popular media texts as well as technologies. This section will test the limits of prevalent<br />

modes of textual analysis derived from Media <strong>and</strong> Film Studies in the study of <strong>videogames</strong>. A conceptual<br />

framework that factors in both technology as actor <strong>and</strong> as media images is offered. The following questions<br />

are asked: what are the analytical implications of studying computer-based media? What characteristics <strong>and</strong><br />

uses of computer hardware <strong>and</strong> software need to be identified to make sense of digital games <strong>and</strong> digital<br />

gameplay? New media <strong>form</strong>s integral to the digital game (such as interactivity <strong>and</strong> simulation) have their<br />

origins in computer science rather than popular media; what conceptual frameworks <strong>and</strong> modes of analysis<br />

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