The Pleasures of Computer Gaming
Essays on Cultural History, Theory and Aesthetics
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About the Book
This collection of essays situates the digital gaming phenomenon alongside broader debates in cultural and media studies. Contributors to this volume maintain that computer games are not simply toys, but rather circulate as commodities, new media technologies, and items of visual culture that are embedded in complex social practices. Apart from placing games within longer arcs of cultural history and broader critical debates, the contributors to this volume all adopt a pedagogical and theoretical approach to studying games and gameplay, drawing on the interdisciplinary resources of the humanities and social sciences, particularly new media studies.
In eight essays, the authors develop rich and nuanced understandings of the aesthetic appeals and pleasurable engagements of digital gameplay. Topics include the role of “cheats” and “easter eggs” in influencing cheating as an aesthetic phenomenon of gameplay; the relationship between videogames, gambling, and addiction; players’ aesthetic and kinaesthetic interactions with computing technology; and the epistemology and phenomenology of popular strategy-based wargames and their relationship with real-world military applications. Notes and a bibliography accompany each essay, and the work includes several screenshots, images, and photographs.
About the Author(s)
Bibliographic Details
Edited by Melanie Swalwell and Jason Wilson
Format: softcover (6 x 9)
Pages: 203
Bibliographic Info: 15 photos, notes, bibliographies, index
Copyright Date: 2008
pISBN: 978-0-7864-3595-1
eISBN: 978-0-7864-5120-3
Imprint: McFarland
Table of Contents
Introduction
Melanie Swalwell and Jason Wilson 1
1. Little Jesuses and *@#?-off Robots: On Cybernetics, Aesthetics, and Not Being Very Good at Lego Star Wars
Seth Giddings and Helen W. Kennedy 13
2. Gaming/Gambling: Addiction and the Videogame Experience
Joyce Goggin 33
3. Forbidden Pleasures: Cheating in Computer Games
Julian Kücklich 52
4. Movement and Kinaesthetic Responsiveness: A Neglected Pleasure
Melanie Swalwell 72
5. “Participation TV”: Videogame Archaeology and New Media Art
Jason Wilson 94
6. The Navigator’s Experience: An Examination of the Spatial in Computer Games
Bernadette Flynn 118
7. Wargaming and Computer Games: Fun with the Future
Patrick Crogan 147
8. Gameplay as Thirdspace
Brett Nicholls and Simon Ryan 167
About the Contributors 191
Index 195
Book Reviews & Awards
“excellent…highly recommended”—Choice; “these essays will give readers a better appreciation of the culture of gaming and why it has become an important aspect of library service”—School Library Journal; “a useful overview and introduction to current research into gameplay across cultural and theoretical scholarship”—The Journal of Popular Culture; “an excellent book which tackles some very interesting subjects with much skill and perception…an intelligent collection of essays which provide stimulating reading…the volume does provide some exciting insight into research and analytical methods that can be applied to games studies”—Resource Center for Cyberculture Studies; “an interesting and perhaps important book for the continued development of computer games studies as its own field of study”—Leonardo On-line.