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E-raamat: Exploring Videogames with Deleuze and Guattari: Towards an affective theory of form [Taylor & Francis e-raamat]

(University of Auckland, New Zealand)
  • Formaat: 158 pages
  • Ilmumisaeg: 07-Aug-2015
  • Kirjastus: Routledge
  • ISBN-13: 9781315683713
  • Taylor & Francis e-raamat
  • Hind: 161,57 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 230,81 €
  • Säästad 30%
  • Formaat: 158 pages
  • Ilmumisaeg: 07-Aug-2015
  • Kirjastus: Routledge
  • ISBN-13: 9781315683713

Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do.

Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

Acknowledgments vii
Introduction 1(13)
Virtual reality
4(2)
The century of videogames
6(5)
Chapter content
11(3)
1 Videogame plane
14(17)
Into the light
15(7)
Twelve axioms
22(9)
2 The smooth and striated
31(23)
Nintendo land
32(4)
Captured war machine
36(5)
Plane of organisation
41(6)
Videogame industrial complex
47(7)
3 Rhizome-play
54(13)
Common play
55(4)
Videogame chess is not a videogame
59(2)
Arborescent-play
61(2)
Action and affect
63(4)
4 Ludo-diagram
67(14)
Canvas
67(5)
Patchworks of potential
72(4)
Diagrams within diagrams
76(3)
The afterimage
79(2)
5 Artist and apprentice
81(17)
The painter
82(4)
Schema of the force-sign
86(7)
Five varieties of realism
93(5)
6 Molecular Mario
98(23)
Becoming-animal, becoming-Mario
99(3)
Machinic assemblages
102(4)
Timeshift
106(5)
Action-image in fragments
111(3)
2007: friction-image
114(7)
7 Major/minor
121(25)
Significant gameplay
122(3)
Gameplay and schizophrenia
125(2)
Sin and punishment
127(4)
First-person fighting-machines
131(4)
The Triforce
135(7)
Is there such a thing as a minor videogame?
142(4)
Bibliography 146(7)
Index 153
Colin Cremin lectures in sociology at the University of Auckland, New Zealand. He is the author of Capitalisms New Clothes: Enterprise, Ethics and Enjoyment in Times of Crisis published with Pluto Press in 2011, iCommunism published with Zero Books in 2012 and Totalled: Salvaging the Future from the Wreckage of Capitalism published with Pluto Press in 2015. His interests are in critical theory, particularly the work of Marx, Lacan, Frankfurt School, i ek and Deleuze and Guattari, and the utilising of concepts to examine recent developments in political economy, culture and society.