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[Commlist] New book: Ludopolitics: Videogames against Control
Fri Dec 14 22:25:24 GMT 2018
A new book, /Ludopolitics: Videogames against Control
<https://www.johnhuntpublishing.com/zero-books/our-books/ludopolitics>/,
has just been published by Zero Books. It’s part game studies, part
political theory, and part media studies, but it’s also an attempt to
step back from strictly academic discourse and deliver something
valuable to anyone interested in games and culture. To that end, the
book focuses on design and play practices that contravene control –
games like /Braid/ and /Undertale/, and play practices like data mining
and myth-making. /Bastion/ and tool-assisted speedrunning get extended
treatment.
The formal pitch gets at the politics of control more directly:
What can videogames tell us about the politics of contemporary
technoculture, and how are designers and players responding to its
impositions? To what extent do the technical features of videogames
index our assumptions about what exists and what is denied that status?
And how can we use games to identify and shift those assumptions
without ever putting down the controller? /Ludopolitics/ responds to
these questions with a critique of one of the defining features of
modern technology: the fantasy of control. Videogames promise players
the opportunity to map and master worlds, offering closed systems that
are perfect in principle if not in practice. In their numerical,
rule-bound, and goal-oriented form, they express assumptions about both
the technological world and the world as such. More importantly, they
can help us identify these assumptions and challenge them. Games like
/Spec Ops: The Line/, /Braid/, /Undertale/, and /Bastion/, as well as
play practices like speedrunning, theorycrafting, and myth-making
provide an aesthetic means of mounting a political critique of the
pursuit and valorization of technological control.
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