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[journal article]

dc.contributor.authorGekker, Alexde
dc.date.accessioned2021-07-07T08:54:30Z
dc.date.available2021-07-07T08:54:30Z
dc.date.issued2021de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/73728
dc.description.abstractThe article explores the limitations of the current scholarly game studies (GS) field. Its central presuppositions are (1) that there are certain attributes broadly understood as "GS" by those writing in or adjacent to the field; (2) that those attributes are historically rooted in an attempt to disassociate videogames from other types of electronic (and later - digital) media; and that (3) the preconditions that have led to this split are currently moot. In the first section of this article, I elaborate on these presuppositions through reading GS as a historically rooted field, centred around the videogame artefact. Following, by examining the notion of being ‘against’ something in academic work, I move to my central claim for the article: that maintaining this conception of GS is counterproductive to the state of contemporary videogames scholarship and that adopting a post-dualistic and post-humanities stance will greatly contribute to the broadening of the field. I break down this claim into three separate threads. Ontologically, I show that videogames are much closer to non-videogames than they used to be. Methodologically, I point out how re-integrating methodologies from outside the field is crucial to address the complex phenomena evolved in and around gaming. Politically, I highlight the importance of games in contemporary digital culture and show how boundary-work and gatekeeping might harm the attempt to make game scholarship engage with larger political issues. The article concludes with suggestions for a more inclusive and intermingled vision for the field, focusing on the notion of play rather than games.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.othergame studies; methodology; play; post-humanitiesde
dc.titleAgainst Game Studiesde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/3315de
dc.source.journalMedia and Communication
dc.source.volume9de
dc.publisher.countryPRTde
dc.source.issue1de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.thesozelektronische Mediende
dc.subject.thesozelectronic mediaen
dc.subject.thesozDigitale Mediende
dc.subject.thesozdigital mediaen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10051873
internal.identifier.thesoz10083753
internal.identifier.thesoz10058702
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo73-83de
internal.identifier.classoz1080404
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
dc.source.issuetopicGames and Communication - Quo Vadis?de
dc.identifier.doihttps://doi.org/10.17645/mac.v9i1.3315de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/3315
ssoar.urn.registrationfalsede


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