Location of Repository

The différance engine: videogames as deconstructive spacetime

By Anthony Richards

Abstract

The purpose here is to intervene within some dominant strands of videogame scholarship and propose a more problematic relation to our object. The two dominant tendencies taken-up here represent what has come to be self-styled as a media studies 2.0 model, over and against a supposedly previously dominant (and retroactivated as outmoded) 1.0. Proposed in opposition to these somewhat sweeping positions will be a deconstructive model which, while disagreeing with these theoretical ‘algorithms’, would not believe itself to be leading a charge toward any notionally more thoroughgoingly circumnavigating 3.0 account. Specifically, while the 2.0 account proposes a “new” active first-person Performative framework versus an “old” third-person indicative Constative, we would recommend a reworked iterative-Performative as propounded in the works of Derrida and Butler

Topics: P300 Media studies
Publisher: Rodopi
Year: 2008
OAI identifier: oai:eprints.lincoln.ac.uk:2850

Suggested articles

Preview

Citations

  1. (2008). and R i c h a r d s doi
  2. (1998). Being and Time. doi
  3. (1997). Cybertext: Perspectives on Ergodic Literature. The Johns Hopkins doi
  4. (1994). Gender as Performance: An Interview with Judith Butler’,
  5. (1975). How to do Things With Words. doi
  6. (1972). I d e o l o g y a n d I d e o l o g i c a l S t a t e Apparatuses’, i n Lenin and Philosophy.
  7. (1997). Life on the Screen: Identity in the Age of the Internet, Simon & Sschuster,
  8. (1988). Limited Inc doi
  9. (1989). Managing Self-management: Successful Transitions to Portfolio Careers’ in Work, doi
  10. (2002). Media Gender and Identity: An Introduction. doi
  11. (1991). Misrecognition and Identity’
  12. (1985). Modern Conditions, Postmodern Controversies. R o u t l e d g e , L o n d o n and doi
  13. (1991). Modernity and Self-Identity: Self and Society in the Late Modern Age’ doi
  14. (2001). Play and Games. doi
  15. (2003). Playing at Being’ in The Video Game Theory Reader doi
  16. (1981). Questions of Cinema, doi
  17. (1994). Reflexive Modernisation: Politics, Tradition and Aesthetics in the Modern Social Order, Polity Press, doi
  18. (1986). The Imaginary Signifier: Psychoanalysis and the Cinema, doi
  19. (1988). The Practice of Everyday Life, University of California Press, doi
  20. (1976). The Tutor-Code of C l a s s i c a l C i n e m a ’ i n Movies and Methods Volume One, Bill Nichols (ed),

To submit an update or takedown request for this paper, please submit an Update/Correction/Removal Request.