Mimesis as mediation
A dialectical conception of the videogame interface
Bibliographic Data
| ID | 4480801 |
|---|---|
| Authors | B Nicoll (0000-0001-9424-6439, The University of Melbourne, corresponding author) |
| Year | 2016 |
| Volume | 137 |
| Issue | 1 |
| Pages | 22-38 |
| Publication date | 2016-12-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Thesis Eleven (JOURNAL) |
| Journal identifiers | ISSN: 0725-5136 • E-ISSN: 1461-7455 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/0725513616654793 |
| OpenAlex | W2473813946 |
| Language | EN |
| Citations received | 1 |
| References cited | 28 |
Phenomenological accounts of technology, mediation, and embodiment are beginning to problematize traditional distinctions between subject (human) and object (machine). This shift is often attributed to a material or post-human turn since it is usually associated with an interest in the non-human actors and objects that make media interfaces possible. This article contends that these tendencies should also be considered part of a deeper lineage of dialectical thought in critical theory. Using videogames as an example, I argue that academic debates related to the player/game relationship can be read through the lens of Adorno's aesthetic theory. Developing Adorno's concept of mimesis, I argue that the interface is often treated as a dialectical question of how the space between subject and object should be traversed. I reflect on the possible advantages of focusing on this contested space through a discussion of game controllers and the Aristotelian concept of techne
Aesthetics · Critical theory · Dialectic · Epistemology · Game studies · Linguistics · Media studies · Mediation · Social science · Sociology · Techne · Computer Science · Cybernetics and Technology in Society · Digital Games and Media · Digital Media and Philosophy · Philosophy
The Utopian Function of Art and Literature
Mimesis as make-believe
Interface
Karl Marx
Media Archaeology. Approaches, Applications, and Implications
Outline of a Theory of Practice
Game Feel
Gamer Theory
Digital Play
Doors
Democracy of Objects
TheKulturof Cultural Techniques
Negativity (Dis)embodied
Between Art and Gameness
New Tricks
The interface envelope
Getting nowhere fast
The Origin of the Work of Art in Material Practice
Technologies of Captivation
Video Games and the Cerebral Subject
Dialectic of Enlightenment
Events and Collusions
Controller, Hand, Screen
Technologies Between Games and Culture
Cultural Techniques and Sovereignty
Attention, Videogames and the Retentional Economies of Affective Amplification
| Unique citing works | 1 |
|---|---|
| Citations per year | 0,13 |
| Citation span | 2018 - 2018 (1) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 1 |