Julian Kücklich
Biographic Data
| ID | 221775 |
|---|---|
| NAME | Julian Kücklich |
| GIVEN NAMES | Julian |
| FAMILY NAME | Kücklich |
| SIGNATURE | KÜCKLICH J |
| AFFILIATIONS | University of the Arts London |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 14 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2006 |
| LATEST PUBLICATION YEAR | 2009 |
| H-INDEX | 2 |
Virtual Worlds and Their Discontents
In the following article, author argues that virtual worlds are characterized by a particular mode of governmentality. Rather than seeing virtual worlds as analogous to societies in the real world, he suggests regarding them as ‘‘social factories’’ in which the social fabric is inextricably shot through with economic production. While the governmentalization of the global economy and the concomitant economization of governments are processes that…
A Techno-Semiotic Approach to Cheating in Computer Games
This article is an attempt to understand cheating in digital games as a practice that highlights the machinicity of the process of digital gameplay. The significance of this endeavor lies in the fact that digital gameplay is often naturalized-by the digital games industry, by players, and by scholars in the burgeoning field of digital game studies-which leads to an obfuscation of the inherently cybernetic character of videogames. Cheating and oth…
New media – new pleasures
The promotional and academic discourse surrounding new media suggests that they offer more fun and more pleasure than existing or traditional media. However, academic work within media and cultural studies has failed to interrogate these claims empirically. This article critically assesses the conceptualization of pleasure as it is deployed in media audience research and attempts to update these conceptualizations by drawing upon game design theo…
Virtual Worlds and Their Discontents
In the following article, author argues that virtual worlds are characterized by a particular mode of governmentality. Rather than seeing virtual worlds as analogous to societies in the real world, he suggests regarding them as ‘‘social factories’’ in which the social fabric is inextricably shot through with economic production. While the governmentalization of the global economy and the concomitant economization of governments are processes that…
New media – new pleasures
The promotional and academic discourse surrounding new media suggests that they offer more fun and more pleasure than existing or traditional media. However, academic work within media and cultural studies has failed to interrogate these claims empirically. This article critically assesses the conceptualization of pleasure as it is deployed in media audience research and attempts to update these conceptualizations by drawing upon game design theo…
A Techno-Semiotic Approach to Cheating in Computer Games
This article is an attempt to understand cheating in digital games as a practice that highlights the machinicity of the process of digital gameplay. The significance of this endeavor lies in the fact that digital gameplay is often naturalized-by the digital games industry, by players, and by scholars in the burgeoning field of digital game studies-which leads to an obfuscation of the inherently cybernetic character of videogames. Cheating and oth…
New media – new pleasures
The promotional and academic discourse surrounding new media suggests that they offer more fun and more pleasure than existing or traditional media. However, academic work within media and cultural studies has failed to interrogate these claims empirically. This article critically assesses the conceptualization of pleasure as it is deployed in media audience research and attempts to update these conceptualizations by drawing upon game design theo…
Virtual Worlds and Their Discontents
In the following article, author argues that virtual worlds are characterized by a particular mode of governmentality. Rather than seeing virtual worlds as analogous to societies in the real world, he suggests regarding them as ‘‘social factories’’ in which the social fabric is inextricably shot through with economic production. While the governmentalization of the global economy and the concomitant economization of governments are processes that…
A Techno-Semiotic Approach to Cheating in Computer Games
This article is an attempt to understand cheating in digital games as a practice that highlights the machinicity of the process of digital gameplay. The significance of this endeavor lies in the fact that digital gameplay is often naturalized-by the digital games industry, by players, and by scholars in the burgeoning field of digital game studies-which leads to an obfuscation of the inherently cybernetic character of videogames. Cheating and oth…
Computer Science (3 works) · Digital Games and Media (3 works) · Law (2 works) · Law (2 works) · Political science (2 works) · Psychology (2 works) · Sociology (2 works) · Advertising (1 work) · Artificial Intelligence (1 work) · Artificial Intelligence in Games (1 work)