2009
DOI: 10.7557/23.6010
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Playing with one’s self: notions of subjectivity and agency in digital games

Abstract: This paper explores the ways in which the experience of participation or interactivity in digital games may influence or reinvent the player’s ideological subjectivity. It offers an application to video game analysis of the theoretical perspectives of Jean Baudrillard, Roland Barthes, Louis Althusser, Theodor Adorno, Walter Benjamin and Slavoj Žižek, and thereby suggests that the simulated realities of commercial digital games cultures offer an illusion of agency or co-authorship which, in common with similar … Show more

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Cited by 11 publications
(2 citation statements)
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“…The tension between "illusory" and expansive notions of agency has been approached with caution. Charles (2009) comments that while there are potentials for the players to reconstruct meanings, normative principles of commercial game production encourage them to adopt the manufactured self through the illusion of interactivity, rather than to search and exercise their own. Chess (2017) uses the term "designed identity" to explain the tension between the perceived version of female players' identity designed into the games and the lived experiences of its real counterparts, describing it as the by-product and "a hybrid outcome of industry conventions, textual constructs, and audience placements" (p. 31).…”
Section: Ifgsmentioning
confidence: 99%
“…The tension between "illusory" and expansive notions of agency has been approached with caution. Charles (2009) comments that while there are potentials for the players to reconstruct meanings, normative principles of commercial game production encourage them to adopt the manufactured self through the illusion of interactivity, rather than to search and exercise their own. Chess (2017) uses the term "designed identity" to explain the tension between the perceived version of female players' identity designed into the games and the lived experiences of its real counterparts, describing it as the by-product and "a hybrid outcome of industry conventions, textual constructs, and audience placements" (p. 31).…”
Section: Ifgsmentioning
confidence: 99%
“…Digital subjectivity has not been a much-used concept in studies of health and illness, but is known from other fields such as digital culture studies (Goriunova 2019), work on gaming culture (Charles 2009) and the domain of media studies (Giraud 2015). The concept of subjectivity has a long tradition and is central to both sociological and psychological research.…”
Section: Digital Subjectivitymentioning
confidence: 99%