Chapter 7 The Digitally Natural Hypomediacy and the "Really Real" in Game Design
This chapter is a consideration of how we may approach the question of remediation in digital games, suggesting that we recognize how digital game remediation incorporates what are often more obvious elements from analogue game design into the more implicit infrastructure of digital contexts. Additi...
Saved in:
Main Author: | |
---|---|
Format: | Electronic Book Chapter |
Language: | English |
Published: |
Taylor & Francis
2023
|
Subjects: | |
Online Access: | OAPEN Library: download the publication OAPEN Library: description of the publication |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
MARC
LEADER | 00000naaaa2200000uu 4500 | ||
---|---|---|---|
001 | oapen_2024_20_500_12657_60659 | ||
005 | 20230113 | ||
003 | oapen | ||
006 | m o d | ||
007 | cr|mn|---annan | ||
008 | 20230113s2023 xx |||||o ||| 0|eng d | ||
020 | |a 9781003175605-11 | ||
020 | |a 9781032007762 | ||
020 | |a 9781032007786 | ||
040 | |a oapen |c oapen | ||
024 | 7 | |a 10.4324/9781003175605-11 |c doi | |
041 | 0 | |a eng | |
042 | |a dc | ||
072 | 7 | |a JHM |2 bicssc | |
072 | 7 | |a JHMC |2 bicssc | |
100 | 1 | |a Malaby, Thomas M. |4 auth | |
245 | 1 | 0 | |a Chapter 7 The Digitally Natural |b Hypomediacy and the "Really Real" in Game Design |
260 | |b Taylor & Francis |c 2023 | ||
300 | |a 1 electronic resource (14 p.) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
506 | 0 | |a Open Access |2 star |f Unrestricted online access | |
520 | |a This chapter is a consideration of how we may approach the question of remediation in digital games, suggesting that we recognize how digital game remediation incorporates what are often more obvious elements from analogue game design into the more implicit infrastructure of digital contexts. Additionally, such remediation often exhibits "hypomediacy," the denial of game design mediation, with important consequences for how useful digital games have become for institutional projects and their claims about reality. Anthropological treatments of ritual, and specifically how the engagement of audiences with ambiguous performances produces the real for participants, point toward important implications for digital games, where the infrastructural game elements may underwrite a similar process of reality construction through player performance. My overall suggestion is that when we give the cultural form of game its due (as we have for ritual and bureaucracy) - that is, when we incorporate a robust consideration of game features into our analyses - we will be in a better position to illuminate the ways in which our engagement with digital infrastructure is fraught with claims about the real. | ||
540 | |a Creative Commons |f https://creativecommons.org/licenses/by-nc-nd/4.0/ |2 cc |4 https://creativecommons.org/licenses/by-nc-nd/4.0/ | ||
546 | |a English | ||
650 | 7 | |a Anthropology |2 bicssc | |
650 | 7 | |a Social & cultural anthropology, ethnography |2 bicssc | |
653 | |a games, game design, anthropology | ||
773 | 1 | 0 | |t Routledge Companion to Media Anthropology |7 nnaa |o OAPEN Library UUID: a945a5ca-cdf6-4846-8e6b-354a4be552de |
856 | 4 | 0 | |a www.oapen.org |u https://library.oapen.org/bitstream/id/c650ffd3-6af3-4106-bf48-bf1768f422c2/9781003175605_10.4324_9781003175605-11.pdf |7 0 |z OAPEN Library: download the publication |
856 | 4 | 0 | |a www.oapen.org |u https://library.oapen.org/handle/20.500.12657/60659 |7 0 |z OAPEN Library: description of the publication |