Death, Culture &Amp; Leisure: Playing Dead 2020
DOI: 10.1108/978-1-83909-037-020201008
|View full text |Cite
|
Sign up to set email alerts
|

Nonhuman Games: Playing in the Post-Anthropocene

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
6
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
4
2
1

Relationship

0
7

Authors

Journals

citations
Cited by 31 publications
(6 citation statements)
references
References 5 publications
0
6
0
Order By: Relevance
“…Ultimately we therefore echo Fizek (2018:207) assertion that ‘digital games by their very nature break down the subject-object, organic-inorganic, and player-game dichotomies’. Ruffino (2020:22) similarly draws attention to the ‘the paradoxes and contradictions, as well as the irony, weirdness, and creepiness, of video games made or played by nonhuman agents’, and we hope with this paper to have contributed to the cataloguing, and the analysis, of these same traits in nonhuman digital game play. We propose that platforms such as Twitch are making such processes and ambiguities far more visible – although not necessarily more rapid – than ever before.…”
Section: Discussionmentioning
confidence: 89%
See 3 more Smart Citations
“…Ultimately we therefore echo Fizek (2018:207) assertion that ‘digital games by their very nature break down the subject-object, organic-inorganic, and player-game dichotomies’. Ruffino (2020:22) similarly draws attention to the ‘the paradoxes and contradictions, as well as the irony, weirdness, and creepiness, of video games made or played by nonhuman agents’, and we hope with this paper to have contributed to the cataloguing, and the analysis, of these same traits in nonhuman digital game play. We propose that platforms such as Twitch are making such processes and ambiguities far more visible – although not necessarily more rapid – than ever before.…”
Section: Discussionmentioning
confidence: 89%
“…In the same way, we can reasonably see a completed version of ‘Lucky Draw’ as being the game exerting its agency – after thousands, millions of failed completions, the game finally ‘decides’ who will be given the successful attempt (cf. Ruffino, 2020:21). The almost-impossibility of completion asserts the game’s agency over the human player by forcing or driving players to these extreme responses (setting up channels that show the level playing itself) and by shifting the agency to another nonhuman actor, the game itself, to play itself.…”
Section: Introductionmentioning
confidence: 99%
See 2 more Smart Citations
“…Even as they seem to move ‘beyond the human’, video games have often been conceptualized as fundamentally human, machines for the enactment of player agency. Video games also complicate the very divide between the human and non-human, as Paolo Ruffino (2020) describes in his writing on ‘nonhuman games’: games ‘made and played by nonhuman actors’ that often ‘play by themselves’ using artificial intelligence. Such games, says Ruffino, reframe the medium, challenging ‘false myths of agency, interactivity, and instrumentalism, and the masculinism inherent in these notions’ (11).…”
Section: Queer Posthumanism and Posthuman Video Gamesmentioning
confidence: 99%