Playing With Non-Humans: Digital Games as Techno-Cultural Form
Keywords:
technoculture, game studies, technological agency, actor network theory, cybercultureAbstract
Game studies has yet to engage with a sustained debate on the implications of its fundamentally technologically based foundation – i.e. the ‘digitality’ of digital games. This paper calls for such a debate and offers some initial thoughts on issues and directions. The humanities and social sciences are founded on the principle that historical and cultural agency reside solely in the human and the social. Drawing on Science and Technology Studies, Actor-Network Theory and cybercultural studies, this paper argues that a full understanding of both the playing of digital games, and the wider techno-cultural context of this play, is only possible through a recognition and theorisation of technological agency. Taking the Gameboy Advance game Advance Wars 2 as a case study, the paper explores the implications for game studies of attention to non-human agency – specifically the agency of simulation and artificial life software - in digital game play.Downloads
Published
2005-01-01
Bibtex
@Conference{digra219, title ="Playing With Non-Humans: Digital Games as Techno-Cultural Form", year = "2005", author = "Giddings, Seth", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/219}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}
Proceedings
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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