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dc.contributor.authorFizek, Sonia
dc.date.accessioned2022-11-18T11:05:22Z
dc.date.available2022-11-18T11:05:22Z
dc.date.issued2022
dc.identifierONIX_20221118_9780262372190_12
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/93891
dc.description.abstractAn essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer's influence on practices of play—and prods us to think more broadly about what it means to play.
dc.languageEnglish
dc.relation.ispartofseriesThe MIT Press
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and societyen_US
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guidesen_US
dc.subject.othergame studies
dc.subject.othervideo games
dc.subject.otherplay theory
dc.subject.othermedia studies
dc.subject.othermedia theory
dc.subject.otheraesthetics
dc.subject.othermedia aesthetics
dc.subject.otherdigital media
dc.subject.othercultural studies
dc.subject.othervideogame philosophy
dc.subject.othergame ontology
dc.subject.othernon-human play
dc.subject.otherplayer
dc.subject.otherposthumanism
dc.subject.otheragency
dc.subject.otherinteraction
dc.subject.otherintra-action
dc.subject.otherinteractivity
dc.subject.otherinterpassivity
dc.subject.othercontrol
dc.subject.otherautomation
dc.subject.otherAI
dc.subject.otherself-play
dc.subject.otherauto-play
dc.subject.otherambience
dc.subject.otherspectacle
dc.subject.otherspectatorship
dc.subject.otheridling
dc.titlePlaying at a Distance
dc.title.alternativeBorderlands of Video Game Aesthetic
dc.typebook
oapen.identifier.doi10.7551/mitpress/13605.001.0001
oapen.relation.isPublishedByae0cf962-f685-4933-93d1-916defa5123d
oapen.relation.isbn9780262372190
oapen.relation.isbn9780262544627
oapen.imprintThe MIT Press
oapen.pages186
oapen.place.publicationCambridge


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