Playing the system: Videogames/players/characters
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James Newman
Abstract
Playing videogames ranks among the most popular activities on the contemporary media menu. However, just what ‘play’ entails remains poorly researched and consequently little is written on the role and subject positions of the player in relation to on-screen characters. This article offers a way of thinking about the player's subject position that moves attention away from identification with on-screen characters and towards the engagement with the videogame as a simulation. In doing so, and drawing on Fuller and Jenkins (Nintendo and new world travel writing: A dialogue, Sage, 1995) and Friedman (Civilization and its discontents: Simulation, subjectivity, and space, New York University Press, 1999) for example, the author suggests that the videogame player engages not with any single element of the system such as a character or ‘avatar,’ but rather apprehends the videogame as a system — a mathematical model. This mode of engagement encourages and requires that the player ‘think like the computer’ in exploring its boundaries, scrutinizing its rules, exploiting its potentialities, and ultimately becoming part of the system itself.
© 2009 by Walter de Gruyter GmbH & Co. KG, D-10785 Berlin
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- Semiotics of resistance: Being, memory, history — the counter-current of signs
- Political semiotics
- The habitual conception of action and social theory
- Sign, dialogue, and alterity
- Ten theses on perception in terms of work: A Rossi-Landian/Wittgensteinian point of view
- The social semiotics of space: Metaphor, ideology, and political economy
- Modernity and the articulation of the gender system: Order, conflict, and chaos
- Collective remembering
- The socio-symbolic function of language
- Observations on the structure and function of communicative genres
- Multimodal genres and transmedia traversals: Social semiotics and the political economy of the sign
- The world according to Playmobil
- Language and globalization
- Semiotics as semioethics in the era of global communication
- Preface
- Exchange and subjectivity, commodity, and gift
- Subjectivity out of irony
- Subjectivity and objectivity in the domain of POSSESSION
- A theory of psychosomatic medicine: An attempt at an explanatory summary
- The subject and the indexicality of the photograph
- Blade Runner's blade runners
- ‘For crying out loud’: The repression of the child's subjectivity in ‘The House of Tiny Tearaways’
- Playing the system: Videogames/players/characters
- Subjects and reading strategies in hypermedia: The re-emergence of the author
Articles in the same Issue
- Introduction: What is sociosemiotics?
- Semiotics of resistance: Being, memory, history — the counter-current of signs
- Political semiotics
- The habitual conception of action and social theory
- Sign, dialogue, and alterity
- Ten theses on perception in terms of work: A Rossi-Landian/Wittgensteinian point of view
- The social semiotics of space: Metaphor, ideology, and political economy
- Modernity and the articulation of the gender system: Order, conflict, and chaos
- Collective remembering
- The socio-symbolic function of language
- Observations on the structure and function of communicative genres
- Multimodal genres and transmedia traversals: Social semiotics and the political economy of the sign
- The world according to Playmobil
- Language and globalization
- Semiotics as semioethics in the era of global communication
- Preface
- Exchange and subjectivity, commodity, and gift
- Subjectivity out of irony
- Subjectivity and objectivity in the domain of POSSESSION
- A theory of psychosomatic medicine: An attempt at an explanatory summary
- The subject and the indexicality of the photograph
- Blade Runner's blade runners
- ‘For crying out loud’: The repression of the child's subjectivity in ‘The House of Tiny Tearaways’
- Playing the system: Videogames/players/characters
- Subjects and reading strategies in hypermedia: The re-emergence of the author