Exploring Videogames with Deleuze and Guattari

Towards an affective theory of form

Nonfiction, Social & Cultural Studies, Social Science, Sociology
Cover of the book Exploring Videogames with Deleuze and Guattari by Colin Cremin, Taylor and Francis
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Colin Cremin ISBN: 9781317406990
Publisher: Taylor and Francis Publication: August 13, 2015
Imprint: Routledge Language: English
Author: Colin Cremin
ISBN: 9781317406990
Publisher: Taylor and Francis
Publication: August 13, 2015
Imprint: Routledge
Language: English

Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do.

Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari’s non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are not simply playing videogames, we are creating them. We exceed our own bodily limitations by assembling forces with the elements they are made up of. The book develops a critical methodology that can explain what every videogame, irrespective of genre or technology, has in common and proceeds on this basis to analyse their differences. Drawing from a wide range of examples spanning the history of the medium, Cremin discerns the qualities inherent to those regarded as classics and what those qualities enable the player to do.

Exploring Videogames with Deleuze and Guattari analyses different aspects of the medium, including the social and cultural context in which videogames are played, to develop a nuanced perspective on gendered narratives, caricatures and glorifications of war. It considers the processes and relationships that have given rise to industrial giants, the spiralling costs of making videogames and the pressure this places developers under to produce standard variations of winning formulas. The book invites the reader to embark on a molecular journey through worlds neither ‘virtual’ nor ‘real’ exceeding image, analogy and metaphor. With clear explanations and detailed analysis, Cremin demonstrates the value of a Deleuzian approach to the study of videogames, making it an accessible and valuable resource for students, scholars, developers and enthusiasts.

More books from Taylor and Francis

Cover of the book The Emergence of Rock and Roll by Colin Cremin
Cover of the book A Handbook of Neuropsychological Assessment by Colin Cremin
Cover of the book The Theory of Marginal Value by Colin Cremin
Cover of the book Archaeology and Buddhism in South Asia by Colin Cremin
Cover of the book A Frequency Dictionary of Russian by Colin Cremin
Cover of the book United Nations Conference on Trade and Development (UNCTAD) by Colin Cremin
Cover of the book Development Finance by Colin Cremin
Cover of the book Law and Morality by Colin Cremin
Cover of the book Uncertain Masculinities by Colin Cremin
Cover of the book Neuropsychology of Malingering Casebook by Colin Cremin
Cover of the book The Changing French Political System by Colin Cremin
Cover of the book Working with Children in Art Therapy by Colin Cremin
Cover of the book Social Justice and Counseling by Colin Cremin
Cover of the book Psycholinguistic Implications for Linguistic Relativity by Colin Cremin
Cover of the book Culture and System in Family Therapy by Colin Cremin
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy