(In Worlds in Play)
- Games as everyday technoculture (not just futuristic/cyborg content)
- Technological agency
- Sociology of Science and Technology, Actor-Network Theory: challenge social constructivism
- Problems with encoding/decoding model: limits analysis of materiality of technology (agency, effects, affordances)
- Production, physical form, capabilities are meaningful, have effects , constraints, facilitates certain uses and resists others
- Society and material reality are mutually constitutive
- World and artifacts are both physical and symbolic
- Humans are not the only agents in the world (reject the "object hypothesis")
- ANT: "reciprocal relationship between artifacts and social groups," "networks linking human beings and non-human entities"
- Scoieties are fundamentally technological
- Symmetry of agency between humans/non-humans -> no firm conceptual distinction
- Notion that games both aestheticize and realize the cyborg idea: blurred boundary between subject and object still privileges the human
- Rather, a cybernetic circuit (indissociable)
- Practical, pragmatic to undestand computers as intentional systems (rather than as designed artifacts, too difficult to anticipate: chess programs); side-step question of actual consciousness
- Gameplay as engagement with artificial intelligence (ie: an agent)
- Advance Wars 2 (GBA) example
- Code/simulation, not text/representation
- AI as simulation (automata) -> intentional system we play with/against
- Mundane, playful, everyday, ubiquitous example of relationships between human and non-human actors (technoculture)
- "distributions and delegations of agency between technologies and players in the act of playing"
Showing posts with label giddings. Show all posts
Showing posts with label giddings. Show all posts
August 24, 2010
Seth Giddings: "Playing With Non-Humans: Digital Games as Technocultural Form"
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