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Walkthrough: videogames and technocultural form - Seth Giddings

Walkthrough: videogames and technocultural form - Seth Giddings

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Figure 5: Myst (1993)<br />

Yet even discourses that are sympathetic to the possibilities of popular computer media tend to<br />

downplay or exclude the videogame <strong>and</strong> videogame culture. No doubt factors such as the age <strong>and</strong> generation<br />

of new media researchers as well as their cultural preferences are factors in this marginalisation: the<br />

videogame can be an awkward <strong>and</strong> intimidating medium to study for those who have not grown up with<br />

them. Uniquely among popular screen media the videogame (like other types of game or sport) requires a<br />

certain level of physical skill, technical know-how <strong>and</strong> experience before the potential scholar can even<br />

engage with it as a <strong>form</strong>. It is perhaps for this reason that, when games are mentioned, the example given is<br />

often Myst (Brøderbund 1993), a game that relies more on cerebral puzzle-solving <strong>and</strong> sedate exploration<br />

than h<strong>and</strong>-eye co-ordination or quick reflexes (Miles 1999, Bolter <strong>and</strong> Grusin 1999, Dewdney & Boyd 1995,<br />

Flynn 2000, Manovich 1998).<br />

However there are other – systemic or ideological – reasons for the sidelining or demonisation of<br />

<strong>videogames</strong> within new media studies. Key discourses within new media studies are profoundly suspicious of<br />

popular, commercial <strong>and</strong> commodified versions of digital media <strong>and</strong> in<strong>form</strong>ation technologies. As has<br />

already been noted, popular discourses of childhood <strong>and</strong> computer technology often ambivalent about ICT<br />

<strong>and</strong> games in particular. Green, Reid <strong>and</strong> Bigum (1998) explore this rhetoric: it is sometimes celebratory (for<br />

example Rupert Murdoch’s ‘Nintendo generation’), sometimes anxious (the ‘aliens in the classroom’) (Green,<br />

39

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