2018
DOI: 10.26503/todigra.v3i3.79
|View full text |Cite
|
Sign up to set email alerts
|

Computer Gameplay and the Aesthetic Practices of the Self: Game Studies and the Late Work of Michel Foucault

Abstract: This paper aims to critically introduce the applicability of Foucault’s late work, on the practices of the self, to the scholarship of contemporary computer games. I argue that the gameplay tasks that we set ourselves, and the patterns of action that they produce, can be understood as a form of ‘work on the self’, and that this work is ambivalent between, on the one hand, an aesthetic transformation of the self – as articulated by Foucault in relation to the care or practices of the self – in which we break fr… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
4
0

Year Published

2018
2018
2024
2024

Publication Types

Select...
3
1

Relationship

1
3

Authors

Journals

citations
Cited by 4 publications
(4 citation statements)
references
References 8 publications
0
4
0
Order By: Relevance
“…Though both habitus and field have previously been used in research on digital games and players (see e.g. [2,13,14,22,24,35]), they have not been the subject of in-depth empirical investigations on playstyles and play behavior. The present study aims to rectify that.…”
Section: A Ludic Habitus and Subfields Of Practicementioning
confidence: 99%
“…Though both habitus and field have previously been used in research on digital games and players (see e.g. [2,13,14,22,24,35]), they have not been the subject of in-depth empirical investigations on playstyles and play behavior. The present study aims to rectify that.…”
Section: A Ludic Habitus and Subfields Of Practicementioning
confidence: 99%
“…One way of conceptualizing our situation with respect to both gamification (in the negative) or eudaimonic design (in the positive) is in terms of cybervirtue (Bateman, in press). Aristotle uses the concept hexis, that is, a disposition acquired through the repetition of certain actionswhich can be either an excellence or an aberration, depending on the nature of the habit thus acquired (Zhu 2017). This leads to the moral concept of virtue and vice that was widespread in Europe prior to the Enlightenment, and which has a parallel development in China and other parts of the world (e.g.…”
Section: The Cybervirtue Of Gamesmentioning
confidence: 99%
“…The kind of narrative play associated with the narrative RPG lineages is built fundamentally upon a collective agreement of a group of players to develop a story together, and this can be seen as an example of an emancipating play contractone where the players (and the systems, and thus the developers of the game) are engaged in practices that have, at the least, the potential to be transformative. This is a situation that can also be associated with another descendent from tabletop RPGs, the MUDs (Bateman, in press), and might potentially be extended even to the kind of advancement systems critiqued previously in the context of the 'gamification of games' provided the player can manage to walk the thin line between the dogmatic pursuit of pre-specified goals and their own potential towards aesthetic practices of the self (Zhu, 2017). This is another take on the concept of cybervirtue specifically focused upon the context of games.…”
Section: The Cybervirtue Of Gamesmentioning
confidence: 99%
“…Indeed, the contemporary neoliberal subject has been argued to identify with a new kind of unity: the logic of the enterprise and, over and above that, with the ‘cosmos’ of the world market and market valorization as self-valorization (Dardot and Laval, 2013: 284). Such a mode of being can often be associated with an instrumentally optimizing approach to gameplay subject to qualifying considerations (Zhu, 2016).…”
Section: Two Types Of Subjectivitymentioning
confidence: 99%