Muutke küpsiste eelistusi

E-raamat: Exploring Videogames with Deleuze and Guattari: Towards an affective theory of form

(University of Auckland, New Zealand)
  • Formaat: 166 pages
  • Ilmumisaeg: 13-Aug-2015
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781317407003
  • Formaat - PDF+DRM
  • Hind: 72,80 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: 166 pages
  • Ilmumisaeg: 13-Aug-2015
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781317407003

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

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.

Arvustused

This book makes the bold prophecy that the 21st century will be the century of videogames. It then offers a dynamic toolkit of concepts drawn from the work of Deleuze and Guattari to think in new ways about videogames. Importantly, Cremin debunks the idea that videogames are virtual, meaning confined to the depths of their digital origins. Instead he shows us that they consist of actual processes of becoming that reach out from the console into every corner of life. This is an exciting and necessary book. - Ian Buchanan, University of Wollongong, Australia

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.