Bryan G Behrenshausen
Biographic Data
| ID | 640466 |
|---|---|
| NAME | Bryan G Behrenshausen |
| GIVEN NAMES | Bryan G |
| FAMILY NAME | Behrenshausen |
| SIGNATURE | BEHRENSHAUSEN B G |
| AFFILIATIONS | Duke University, Durham, USA |
| VERIFIED | No |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 17 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2018 |
| H-INDEX | 2 |
Cultural studies in the present tense
Cultural studies professed ‘radical contextualism’ imbues the project with a particular orientation toward ‘the present,’ a consideration of ‘the current moment’ as a configuration of forces shaping possibilities for politically engaged practice and affording concrete potentials for telling better stories. This essay elaborates these claims by way of tribute to Lawrence Grossberg. It is neither retrospective nor prospective. Instead – and in a ma…
Cultural Studies and Deleuze-Guattari, Part 2: From Affect to Conjunctures
This paper considers the state of the ‘field’ of affect studies and its development – partly through the involvement of one of its authors – over the course of decades. It argues that rather than identifying affect as the ‘other’ of signification and representation, thus ‘subtracting’ it from the conjuncture, one should understand the question of affect to point to the multiplicity of forms of sign behaviours – or, better, of forms of expression …
The active audience, again: Player-centric game studies and the problem of binarism
This article intervenes in video game studies’ recent turn to (and enthusiasm for) player-centered approaches to understanding video games’ social, cultural, political, and economic implications. Such approaches repudiate ostensibly formalist or ‘structural’ game studies and insist that analyses of gaming situations emphasize ways in which gaming subjects’ playful acts of appropriation or subversion allow those subjects to resist complete determi…
Toward a (Kin)Aesthetic of Video Gaming: The Case of Dance Dance Revolution
Against the hegemony of ocularcentrism currently pervading video game theory, the author situates the practice of video gaming for further inquiry by performance studies to account for it as a wholly embodied phenomenon. Personal narratives of players engaging in performances of the game Dance Dance Revolution indicate the necessity of accounting for both the intersubjective and interobjective elements of video game play. The performativity of vi…
The active audience, again: Player-centric game studies and the problem of binarism
This article intervenes in video game studies’ recent turn to (and enthusiasm for) player-centered approaches to understanding video games’ social, cultural, political, and economic implications. Such approaches repudiate ostensibly formalist or ‘structural’ game studies and insist that analyses of gaming situations emphasize ways in which gaming subjects’ playful acts of appropriation or subversion allow those subjects to resist complete determi…
Toward a (Kin)Aesthetic of Video Gaming: The Case of Dance Dance Revolution
Against the hegemony of ocularcentrism currently pervading video game theory, the author situates the practice of video gaming for further inquiry by performance studies to account for it as a wholly embodied phenomenon. Personal narratives of players engaging in performances of the game Dance Dance Revolution indicate the necessity of accounting for both the intersubjective and interobjective elements of video game play. The performativity of vi…
Toward a (Kin)Aesthetic of Video Gaming: The Case of Dance Dance Revolution
Against the hegemony of ocularcentrism currently pervading video game theory, the author situates the practice of video gaming for further inquiry by performance studies to account for it as a wholly embodied phenomenon. Personal narratives of players engaging in performances of the game Dance Dance Revolution indicate the necessity of accounting for both the intersubjective and interobjective elements of video game play. The performativity of vi…
The active audience, again: Player-centric game studies and the problem of binarism
This article intervenes in video game studies’ recent turn to (and enthusiasm for) player-centered approaches to understanding video games’ social, cultural, political, and economic implications. Such approaches repudiate ostensibly formalist or ‘structural’ game studies and insist that analyses of gaming situations emphasize ways in which gaming subjects’ playful acts of appropriation or subversion allow those subjects to resist complete determi…
Cultural Studies and Deleuze-Guattari, Part 2: From Affect to Conjunctures
This paper considers the state of the ‘field’ of affect studies and its development – partly through the involvement of one of its authors – over the course of decades. It argues that rather than identifying affect as the ‘other’ of signification and representation, thus ‘subtracting’ it from the conjuncture, one should understand the question of affect to point to the multiplicity of forms of sign behaviours – or, better, of forms of expression …
Cultural studies in the present tense
Cultural studies professed ‘radical contextualism’ imbues the project with a particular orientation toward ‘the present,’ a consideration of ‘the current moment’ as a configuration of forces shaping possibilities for politically engaged practice and affording concrete potentials for telling better stories. This essay elaborates these claims by way of tribute to Lawrence Grossberg. It is neither retrospective nor prospective. Instead – and in a ma…
Epistemology (4 works) · Political science (4 works) · Sociology (4 works) · Aesthetics (3 works) · Law (3 works) · Philosophy (3 works) · Politics (3 works) · Cinema and Media Studies (2 works) · Computer Science (2 works) · Digital Games and Media (2 works)