A Virada Material dos Game Studies

Autores

  • Thomas Apperley
  • Darshana Jayemane

DOI:

https://doi.org/10.34019/1981-4070.2017.v11.21419

Palavras-chave:

trabalho digital, etnografia, game studies, materialidade, platform studies

Resumo

Este artigo discute que entre as aproximações crescentes aos game studies há uma re-imaginação crucial de jogos digitais em seus contextos materiais através de escalas e registros diferentes: a máquina, o corpo e as situações do jogo. Esta re-imaginação pode ser observada em uma série de abordagens: platform e software studies, que examinam a materialidade do código e / ou a infra-estrutura tecnológica através da qual esta é promulgada; estudos críticos do trabalho digital; estudos etnográficos detalhados que examinam as culturas dos mundos on-line e situam o jogo em relação às práticas cotidianas. O artigo se debruça sobre estas três vertentes, focando em como elas apontam para um aumento de sua importância para os game studies, proporcionando acesso a diferentes contextos e conectando a pesquisa de jogos digitais a questões interdisciplinares mais amplas.

Downloads

Não há dados estatísticos.

Referências

AARSETH, E. Cybertext: Perspective on Ergodic Literature, Baltimore, MD: Johns Hopkins University Press, 1996.
______. ‘Game studies: year one’. In Game Studies: An International Journal of Computer Game Research 1(1). Disponível em: < http://www.gamestudies.org/0101/editorial.html>. Acesso em: 30 abr. 2017.
______. ‘Genre trouble: narrativism and the art of simulation’, in P. Harrigan and N. Wardrip-Fruin (Eds.) First Person: New Media as Story, Performance and Game, Cambridge, MA: MIT Press, pp. 45–55, 2004.
AMIS, M. Invasion of Space Invaders: An Addict’s Guide to Battle Tactics, Big Scores and the Best Machines, London: Hutchinson, 1982.
ASHTON, D.; NEWMAN, J. Newman ‘Relations of control: walkthroughs and the structuring of player agency’. In Fibreculture Journal 16. Disponível em: http://sixteen.fi breculturejournal.org/relations-of-control-walkthroughs-and-the-structuringof-player-agency . Acesso em: 30 abr. 2017.
APPERLEY, T. Gaming Rhythms: Play and Counterplay from the Situated to the Global, Amsterdam: Institute of Network Cultures, 2010.
BAINBRIDGE, W.A.; BAINBRIDGE, W.S. ‘Creative uses of software errors: glitches and cheats’. In Social Science Computer Review 25(1): 61–77, 2007.
BAUDELAIRE, C. The Painter of Modern Life and Other Essays. London: Phaidon Press, 2001.
BLIZZARD ENTERTAINMENT. World of Warcraft, Irvine, CA: Blizzard Entertainment, 2004.
BUCKLES, M. Interactive fiction: the computer storygame ‘Adventure’, PhD thesis, University of California, San Diego, 1985.
BUTLER, N.; L. OLAISON, M; SLIWA, B.M; SØRENSEN and S. SPOELESTRA ‘Work, play and boredom’. In Ephemera 11(4): 329–35, 2011.
CESARINI, P. ‘“Opening” the Xbox’, M/C. In A Journal of Media and Culture 7. Disponível em: < http://journal.media-culture.org.au/0406/08_Cesarini.php>. Acesso em: 30 abr. 2017.
CHEN, M.D. Leet Noobs: Life and Death of an Expert Player Group in World of Warcraft, New York: Peter Lang, 2011.
CONSALVO, M. Cheating: Gaining Advantage in Videogames, Cambridge, MA: MIT Press, 2007.
CRARY, J. Suspensions of Perception: Attention, Spectacle, and Modern Culture, Cambridge, MA: MIT Press, 2000.
CROGAN, P. ‘The game thing: ludology and other theory games’. In Media International Australia 110, p. 110–18, 2004.
DELEUZE, G. ‘Postscript on control societies’, October 59, p. 3–8, 1992.
DELEUZE, G. and F. GUATTARI. A Thousand Plateaus. Minneapolis: University of Minnesota Press, 1987.
DMA DESIGN. Grand Theft Auto. BMG Interactive, 1997.
DYE, M., C. Green and D. BAVELIER ‘Increasing speed of processing with action video games’. In Current Directions in Psychological Science 18(6), p. 321–6, 2009.
DYER-WITHEFORD, N. and G. de PEUTER. Games of Empire, Minneapolis: University of Minnesota Press, 2009.
FLYNN, B. ‘Geography of the digital hearth’. In Information, Communication and Society 6 (4), p. 551–76, 2003.
FRASCA, G. ‘Videogames of the oppressed: videogames as a means of critical thinking and debate’, Master’s dissertation, Georgia Institute of Technology, 2001.
FULLER, M. Media Ecology: Materialist Energies in Art and Technoculture, Cambridge, MA: MIT Press, 2005.
FULLER, M. Software Studies: A Lexicon, Cambridge, MA: MIT Press, 2008.
GALLOWAY, A. Protocol: How Control Exists after Decentralization, Cambridge, MA: MIT Press, 2004.
GALLOWAY, A. Gaming: Essays on Algorithmic Culture, Minneapolis: University of Minnesota Press, 2006.
GEERTZ, C. Interpretation of Cultures, New York: Basic Books, 1973.
GIDDINGS, S. ‘Events and collusions: a glossary for the micro ethnography of video game play’. In Games and Culture 4(2), p. 144–57, 2009.
GILLESPIE, T. ‘The politics of “platforms”’. In New Media & Society 12(3), p. 347–64, 2010.
HARDT, M. and A. NEGRI. Empire, Cambridge. MA: Harvard University Press, 2000.
HARDT, M. and A. NEGRI. Multitude: War and Democracy in the Age of Empire, London: Penguin, 2004.
HINE, C. Virtual Ethnography, London: Sage, 2000.
HUDSON SOFT. Mario Party, Nintendo, 1998.
HUHTAMO, E. and J. Parikka (Eds.). Media Archaeology: Approaches, Applications and Implications, Berkeley: University of California Press, 2011.
HUMPHREYS, S. ‘Ruling the virtual world: governance in massively multiplayer online games’. In European Journal of Cultural Studies 11(2): p. 149–71, 2008.
JAKOBSSON, M. and T.L. Taylor. ‘The Sopranos Meets EverQuest: Social Networking in Massively Multiplayer Online Games.’ Conference proceeding of Melbourne DAC, 2003. Disposnível em: < http://hypertext.rmit.edu.au/dac/papers/Jakobsson.pdf> . Acesso em: 30 abr. 2017.
JANSZ, J. and L. Martens ‘Gaming at a LAN event: the social context of playing videogames’. In New Media & Society 7(3), p. 333–55, 2005.
JENKINS, H. ‘Game design as narrative architecture’, 2001. Disponível em: < http://web.mit.edu/cms/People/henry3/games&narrative.html>. Acesso em: 30 abr. 2017.
JUUL, J. Half-real: Video Games between Real Rules and Fictional Worlds, Cambridge, MA: MIT Press, 2005.
KENDALL, L. Hanging Out in the Virtual Pub: Relationships and Masculinity Online, Berkeley: University of California Press, 2002.
KIRSCHENBAUM, M. Mechanisms: New Media and the Forensic Imagination, Cambridge, MA: MIT Press, 2008.
KITTLER, F. Discourse Networks 1800/1900. Stanford, CA: Stanford University Press, 1990.
KRAPP, P. Noise Channels: Glitch and Error in Digital Culture, Minneapolis: University of Minnesota Press, 2011.
KÜCKLICH, J. ‘Precarious playbor: modders and the digital game industry’. In The Fibreculture Journal 5, 2005. Disponível em: < http://five.fi breculturejournal.org/fcj-025-precarious-playbour-modders-and-the-digital-games-industry/ >. Acesso em: 30 abr. 2017.
LIN, H.. ‘Body, space, and gendered gaming experiences: a cultural geography of homes, cybercafés, and dormitories’, in Y. Kafai, C. Heeter, J. Denner and J.Y. Sun (Eds). Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming, Cambridge, MA: MIT Press, p. 67–82, 2008.
LOFTUS, G. and LOFTUS, E. Mind at Play: The Psychology of Videogames, New York: Basic Books, 1983.
MANOVICH, L. The Language of New Media, Cambridge, MA: MIT Press, 2001.
MACKENZIE, A. Transductions: Bodies and Machines at Speed, London: Continuum, 2002.
MILLER, D. and D. SLATER . The Internet: An Ethnographic Approach, New York: Berg, 2001.
MONTFORT, N. and I. BOGOST. Racing the Beam: The Atari Video Computer, 2009.
MONTFORT, N. and M. CONSALVO, ‘The Dreamcast, console of the avant-garde’. In Loading 6(9), 2012. Disponível em: < http://journals.sfu.ca/loading/index.php/loading/ >. Acesso em: 30 abr. 2017.
MURRAY, J.‘The last word on ludology v narratology’.In DiGRA ‘Worlds in Play’ Conference, Vancouver, Canada, 2005.
NAMCO. Pac-Man, Namco, 1980.
NEWMAN, J. Playing with Videogames, London: Routledge, 2008.
NINTENDO EAD. Wii Fit, Nintendo, 2008.
NINTENDO EAD. Wii Fit Plus, Nintendo, 2009.
Papyrus Design Group. GRAND PRIX LEGENDS, Sierra Entertainment, 1998.
PARGMAN, D. and JAKOBSSON. P. ‘Do you believe in magic? Computer games in everyday life’. In European Journal of Cultural Studies 11(2), p. 225–44, 2008.
PARIKKA, J..Digital Contagions: A Media Archaeology of Computer Viruses, New York: Peter Lang, 2007.
PARIKKA, J. Insect Media: An Archaeology of Animals and Technology,
Minneapolis: University of Minnesota Press, 2010.
PARIKKA, J. ‘Friedrich Kittler – a media ethnography without the man’, Seminar, 2012. Disponível em: < http://www.media-anthropology.net/fi le/eseminar_kittler.pdf >. Acesso em: 30 abr. 2017.
PLUNKETT L. and B. Ashcraft. ‘Microsoft’s explanation for what caused Xbox 360 factory suicide threats’, Kotaku 11 January, 2012. Disponível em: <http://kotaku.com/5875359/ > . Acesso em: 30 abr. 2017.
PROVENZO, E. Video Kids: Making Sense of Nintendo, Cambridge, MA:
Harvard University Press, 1991.
REYNOLDS, D. ‘Virtual-world naturalism’, Fibreculture Journal 16, 2010. Disponível em: < http://sixteen.fi breculturejournal.org/virtual-world-naturalism> . Acesso em: 30 abr. 2017.
ROCKSTAR NORTH. Grand Theft Auto: Vice City, Rockstar Games, 2003.
SHINKLE, E. ‘Gardens, games and the anamorphic subject: tracing the body in a virtual landscape’, Fine Art Forum 17(8), 2003. Disponível em: < http://hypertext.rmit.edu.au/dac/papers/Shinkle.pdf >. Acesso em: 30 abr. 2017.
SHINKLE, E. ‘Corporealis ergo sum: affective response in digital games’, in GARRELTS, N. (Ed.). Digital Gameplay: Essays on the Nexus of Game and Gamer, New York: McFarland Press, p. 21–33, 2005.
SHINKLE, E. ‘Digital games and the anamorphic subject’, In Refractory: A Journal of Entertainment Media 13, 2008.
SIMON, B. ‘Geek chic: machine aesthetics, digital gaming, and the cultural politics of the case mod’. In Games and Culture 2(3), p. 175–93, 2007.
SIMON, B. ‘Wii are out of control: bodies, game screens and the production of gestural excess’. In Loading 3(4), 2009. Disponível em: <http://journals.sfu.ca/loading/index.php/loading/article/view/65/59 >. Acesso em: 30 abr. 2017.
STEINKUEHLER, C. ‘The mangle of play’. In Games and Culture 1(3), p. 199–213, 2006.
STEINKUEHLER, C. ‘Video games and digital literacies’. In Journal of Adolescent and Adult Literacy 54(1): 61–3, 2010.
STEINKUEHLER, C., C. Compton-Lilly and E. King ‘Reading in the context of online games’, ICLS 1, p. 222–229, 2010. Disponível em: < http://website.education.wisc.edu/steinkuehler/blog/papers/Steinkuehler2010ICLS.pdf >. Acesso em: 30 abr. 2017.
SWALWELL, M. ‘Movement and kinaesthetic responsiveness: a neglected pleasure’, in SWALWALL , M. and WILSON, J. (Eds.). The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics, Jefferson, NC: McFarland, p.72–93, 2008.
TAYLOR, T.L. ‘Does WoW change everything? How a PvP server, multinational player base, and surveillance mod scene caused me pause’. In Games and Culture 1(4), p. 318–337, 2006.
TAYLOR, T.L. ‘The assemblage of play’. In Games and Culture 4(4), p. 331–9, 2009.
TURNER, V. From Ritual to Theatre: The Human Seriousness of Play. In Performing Arts Journal Publications, New York, 1982.
U.S. ARMY. America’s Army, U.S. Army, 2002.
VIRNO, P. A. Grammar of the Multitude: For an Analysis of Contemporary Forms of Life, New York: Semiotext (e), 2004.
WARK, M. Gamer Theory. Cambridge, MA: Harvard University Press, 2007.
WOOD, J. ‘Images in paediatric medicine: the “how!” sign – a central palmar blister’. In Archives of Disease in Childhood 84(4), 2001.
WRIGHT, T., E. Boria and P. Braidenbach. ‘Creative player actions in FPS online video games: playing Counter-Strike’. In Game Studies: An International Journal of Computer Game Research 2(1), 2002. Disponível em: < http://www.gamestudies.org/0202/wright/ >. Acesso em: 30 abr. 2017.
ZIELINSKI, S. ‘Media archaeology’, Ctheory, 1996. Disponível em: < http://www.ctheory.net/articles.aspx?id=42 >. Acesso em: 30 abr. 2017.

Downloads

Publicado

2017-04-30

Como Citar

APPERLEY, T.; JAYEMANE, D. A Virada Material dos Game Studies. Lumina, [S. l.], v. 11, n. 1, 2017. DOI: 10.34019/1981-4070.2017.v11.21419. Disponível em: https://periodicos.ufjf.br/index.php/lumina/article/view/21419. Acesso em: 21 abr. 2024.

Edição

Seção

Dossiê: Entretenimento Digital: Meios e Processos do Lúdico na Cultura Contemporânea