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Cultural Politics of Games

  • Mathias Fuchs
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Retracing Political Dimensions
Ein Kapitel aus dem Buch Retracing Political Dimensions

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’ 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’ or ‘emotionally charged visual trope[s].' 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.

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’ 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’ or ‘emotionally charged visual trope[s].' 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.

Kapitel in diesem Buch

  1. Frontmatter 1
  2. Contents 5
  3. Introduction 9
  4. Part I: Political Dimensions in Digital Imagery
  5. Image-Transaction 19
  6. Digital Art’s Political Impact 34
  7. Part II: “Freedom Act” Aestheticization of Surveillance, Counterveillance, and Participatory Agendas
  8. Coping with Uncertainty 55
  9. Cultural Politics of Games 78
  10. Artistic Research and Technocratic Consciousness 87
  11. Part III: Touching Communication Strategies
  12. Social Broadcasting 105
  13. From Celestial Maneuvers to Atmospheric Turmoil 126
  14. When Are We? 140
  15. Part IV: Technopolitics and Artistic Agency Global Ecology in New Media Art
  16. Physical Computing and the Political Economy of Machines 161
  17. Countering Capitulation 173
  18. Capitalocene Art 194
  19. Part V: Machine Learning, Data Visualizations, and Architecture The (In)visible Infrastructures of Information Systems
  20. Double-bind Information Systems in the Work of Teresa Burga 213
  21. Entangled Realities 228
  22. Facebook’s MPK 20 Headquarters designed by Frank Gehry 242
  23. Authors 257
  24. Illustrations Credits 264
Heruntergeladen am 30.9.2025 von https://www.degruyterbrill.com/document/doi/10.1515/9783110670981-005/html
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