- Page 1 and 2: Walkthrough: videogames and technoc
- Page 3 and 4: Table of contents ABSTRACT.........
- Page 5 and 6: methods............................
- Page 7 and 8: Figure 28: Wolfenstein 3D (1992); D
- Page 9 and 10: RTS: real-time strategy. Videogame
- Page 11 and 12: I try instead to explore the gamewo
- Page 13 and 14: old and new media studies The brief
- Page 15 and 16: materiality of both new media and t
- Page 17 and 18: disciplines and boundary work game
- Page 19 and 20: premise that technology, especially
- Page 21 and 22: uses and meanings of consumer devic
- Page 23 and 24: terminology is indicative of the co
- Page 25 and 26: As Roger Silverstone argues here, t
- Page 27 and 28: made then between ‘technoculture
- Page 29 and 30: e integral. The final section coins
- Page 31 and 32: communication, identity formation a
- Page 33 and 34: system; this learning is mechanical
- Page 35: study of everyday technoculture mig
- Page 39 and 40: Part 1: studying videogames, new me
- Page 41 and 42: 1.1: anxious objects - videogames i
- Page 43 and 44: Figure 4: Doom (1993) Whilst there
- Page 45 and 46: of videogames’ also makes totalis
- Page 47 and 48: Consalvo has found that the notion
- Page 49 and 50: Reid and Bigum 1998: 19).Within med
- Page 51 and 52: (Miles 1999: 307). Espen Aarseth’
- Page 53 and 54: virtuality, but say very little abo
- Page 55 and 56: and home computers (Levy 1994) and
- Page 57 and 58: to bring digital spaces and dramas
- Page 59 and 60: So, whilst this section will rehear
- Page 61 and 62: ‘Cyberspace and the worlds we liv
- Page 63 and 64: accordance with the producers’ de
- Page 65 and 66: Figure 7: instrumental fantasy: one
- Page 67 and 68: Every electronic media product laun
- Page 69 and 70: determining technology That technol
- Page 71 and 72: use); the cultural traditions of fu
- Page 73 and 74: Yet there are resonances across thi
- Page 75 and 76: Alluquere Roseanne Stone asks 'what
- Page 77 and 78: presentations of self in the playfu
- Page 79 and 80: them, for self-exploration. Compute
- Page 81 and 82: however be divided into three (over
- Page 83 and 84: The cyborg has generated substantia
- Page 85 and 86: 1.4 play, media & everyday life Pla
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ules of the game: ludus and paidia
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what do games mean? The place of ga
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The pleasures of play derive direct
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Part 1 summary, problems and questi
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Part 2: playing the game The ethnog
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are concerned, at least in part, wi
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detail and texture of any specific
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This last point is clearly signific
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For Sam, part of the challenge of t
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Entertainment System game published
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These examples also highlight the s
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Bug’s Life, Buzz Lightyear). He a
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of more open-ended driving, explori
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immersive world is ‘immediate’
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emergent play As indicated earlier,
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The car / avatar would begin at the
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Figure 15: virtual and actual gamew
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competition. The race over, they be
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Figure 19: playing the Player, usin
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one hand this is neither the ‘cyb
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(of objects by subjects) or identif
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studies. ANT has been applied to th
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encoding - decoding Hall’s discus
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� frameworks of knowledge ……
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material media Yet in so doing we s
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Part 1.4. ‘Emergent’ or open-en
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esisted, indeed they seem illusory,
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evident in the politics of contempo
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What about fast-forwarding to a fav
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Issue Affordances Constraints 1 Fre
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3.2: augmenting Media Studies It is
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McLuhan's ideas are idealist and id
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the critique of the critique of tec
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a technical system like an electric
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already identified (SST in particul
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nonhuman node in this circuit then
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Both solutions so far are made up o
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hand, and technologies and artefact
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STS has had an oblique influence on
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conclusion: from anthropology of te
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lieutenants, hybrids and cyborgs. P
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planes and ships. Most battles requ
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simulation will be discussed in mor
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argument is straightforward: narrat
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Figure 29: the platform ‘genre’
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critical analysis of these games. I
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a manual for Doom but the maps are
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The concept of the cybertext focuse
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During the cybertextual process, th
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Figure 36: Adventure (c.1976) The f
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Figure 37: “a generalized concept
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contemporary technoculture (a brief
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Figure 38: Gran Turismo 4 (2005) Wh
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that allows prediction and visualis
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Such map-worlds are, to repurpose B
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J: Of course not - it’s the compu
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So this intentionality does not ass
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And later, This behavior must chall
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Wars 2 has a more complex set of ru
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findings In Part 3 conceptual and m
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Part 4: Videogame/play/ers After Pa
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4.1 avatars: from identification to
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components (including their players
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Lara Croft the vehicle Figure 47: a
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as vehicles, and various hybrids of
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VICTORY MARCH: Foot soldiers receiv
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different about the relationship be
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Aarseth, O’Riordan is careful to
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configuring the player ‘user conf
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of performances is analogous to the
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agency to technologies. A priori as
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significant. The racetrack as ludot
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around their circuit and up and ove
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Agency is translated conceptually a
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at which Jo/Lego man/car is broken
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part(icipant)s and object positions
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Epilude: a programme for New Media
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media event populated by screen ima
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axis unsettle established categorie
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Ludography Games referenced in this
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Filmography Cannon Fodder dir. Otom
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Bassett, Caroline 1997, Virtually g
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Cockburn, Cynthia & Furst Dilic, Ru
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Flanagan, Mary 1999, Mobile identit
- Page 255 and 256:
Haraway, Donna 2004, The Haraway Re
- Page 257 and 258:
Kember, Sarah 2006, Creative evolut
- Page 259 and 260:
Mackenzie, Adrian 2005, The perform
- Page 261 and 262:
Nunes, Mark 1997, What space is cyb
- Page 263 and 264:
Schroeder, Ralph 1995, Virtual envi
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Tomlinson, Alan (ed.) 1990, Consump
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Appendix: statement of authorship o