Abstract
This article describes how computer games draw from and produce cultural practices that inform politics. The repetitiveness of playing games and experiencing intensive affective states make games the perfect vehicle for the generation of emotion and meaning. Games can 'attune'1 us to gestures, body postures, movements, phrases, visual patterns, and soundscapes. These assets-as game designers would call them-can be perceived and identified as belonging to certain 'pathos formulae'2 or 'emotionally charged visual trope[s].'3 Playing games elicits emotional responses that are triggered by these tropes and that grow with repetition. They are gateways into the social and material world4 and produce collective politics and social alliances.
| Original language | English |
|---|---|
| Title of host publication | Retracing Political Dimensions : Strategies in Contemporary New Media Art |
| Editors | Oliver Grau, Inge Hinterwaldner |
| Number of pages | 9 |
| Place of Publication | Berlin, Boston |
| Publisher | De Gruyter Saur |
| Publication date | 2021 |
| Pages | 78-86 |
| ISBN (Print) | 9783110670943 |
| ISBN (Electronic) | 9783110670981 |
| DOIs | |
| Publication status | Published - 2021 |
Bibliographical note
Publisher Copyright:© 2021 Walter De Gruyter GmbH, Berlin/Boston. All rights reserved.
Research areas and keywords
- Media and communication studies
ASJC Scopus Subject Areas
- General Arts and Humanities
- General Social Sciences
Fingerprint
Dive into the research topics of 'Cultural Politics of Games'. Together they form a unique fingerprint.Projects
- 1 Finished
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Gamification. Shifting Boundaries between the Ludic and the Non-Ludic
Fuchs, M. (Project manager, academic), Pias, C. (Project manager, academic), Raessens, J. (Partner) & Bogost, I. (Partner)
01.04.18 → 30.06.21
Project: Research
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