Fabulously Procedural
Braid, Historical Processing, and the Videogame Sensorium
Datos Bibliográficos
| ID | 3569928 |
|---|---|
| Autores | Patrick Jagoda (0000-0001-7702-9539, University of Chicago, autor de correspondencia) |
| Año | 2013 |
| Volumen | 85 |
| Número | 4 |
| Páginas | 745-779 |
| Fecha de publicación | 2013-12-01 |
| Peer Reviewed | Sí |
| Open Access | No |
| Tipo | ARTICLE |
| Revista | American Literature (JOURNAL) |
| Identificadores de la revista | ISSN: 0002-9831 • E-ISSN: 1527-2117 |
| Editorial | Duke University Press (PUBLISHER • US) |
| DOI | 10.1215/00029831-2367346 |
| OpenAlex | W2112736142 |
| Idioma | EN |
| Citas recibidas | 5 |
| Referencias citadas | 31 |
In recent years, the growing field of game studies has contributed to the ongoing cultural debate about what it means for videogames to be an art form that both selectively draws and dramatically departs from earlier forms such as the novel, theater, and cinema. To achieve a sense of videogames as a unique art form requires a more intimate understanding of the new sensorium that they open up-that is, the specific experience of spatiality, temporality, speed, graphics, audio, and procedural activity that they make available. To explore that sensorium, this essay analyzes Jonathan Blow's independently produced hit American videogame Braid (2008). For all of the ways that Braid stands apart from contemporary videogames, it does so less to dismiss them than to contemplate, historicize, and produce a reading of the videogame form. Moreover, this game uses media-specific techniques to make accessible the material effects of the American military-industrial-media-entertainment network on historical consciousness. Braid adopts the affordances of game form to develop a formally experimental analytic of processing-one that is aesthetic, affective, and interactively experiential as opposed to purely cognitive. The game uses its formal blends and its play mechanics to complicate how history is typically thought and to imagine how it might be engaged or processed differently. Ultimately, Braid interrogates the impulses that drive videogames and the historical subjects that they produce
Aesthetics · Affordance · Art · Braid · Cognitive psychology · Cognitive science · Consciousness · Epistemology · Sociology · Temporality · Cinema and Media Studies · Comics and Graphic Narratives · Computer Science · Digital Games and Media · History · Philosophy · Psychology
The Closed World
What Do Pictures Want?
The Mass Production of the Senses
Man, Play and Games
Virtuous War
Intuitionists
There Are No Visual Media
Gamer Theory
Persuasive Games
Digital Play
Hamlet on the Holodeck
No Apocalypse, Not Now (Full Speed Ahead, Seven Missiles, Seven Missives)
Death in Life
The Human Condition
Death in Life
The Laws of Cool
Understanding media
Gamification and Other Forms of Play
Homo ludens
Thinking about feeling historical
Print Is Flat, Code Is Deep
On "Sourcery," or Code as Fetish
Philosophy in a Time of Terror
The Political Unconscious
Reinventing the Medium
| Obras citantes distintas | 5 |
|---|---|
| Citas por año | 0,45 |
| Intervalo de citas | 2015 - 2024 (10) |
| Velocidad de citación | recent |
| Altamente citado | No |
| Tipos de cita | Neutras: 4 |