
Primarily concerned with how players relate imaginatively to the often major dissonance between gameplay and narrative in digital games, this thesis questions how the literate players of games reconcile these complex texts imaginatively. This thesis explores the ways in which suspension of disbelief works in digital games. Productive Subjects: Time, Value and Gendered Feelings Mobile Subjects: Framing Selves and Spaces 7. Synthetic Subjects: Horror and Artificial Intelligence 6. Beastly Subjects: Bodies and Interfaces 5. Private Subjects: Secrecy, Scandal and Surveillance 4. Datafied Subjects: Profiling and Personal Data 3. Digital Subjects: Videogames, Technology and Identity 2.

By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.

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As blends of software and fiction, games are uniquely capable of representing and exploring the effects of digitization on day-to-day life. This book argues that videogames offer a means of coming to terms with a world that is being transformed by digital technologies. According to this sequence, the videogame’s position as a ‘game’ in the historicized evolution of culture is mainly metaphorical, while at the same time its artifactuality, dynamic system structure, time-critical strategic input requirements and aporetically rhematic aesthetics allow it to be discovered as a conceptually stable but empirically transient uniexistential phenomenon that currently thrivesbut may soon die out. Videogames are theorized as ‘games,’ ‘puzzles,’ ‘stories,’ and ‘aesthetic artifacts’ (or ‘artworks’), which produces a geneontological sequence of the videogame as a singular species of culture, Artefactum ludus ludus, or ludom for short. To counteract these problems this dissertation establishes a geneontological research methodology that enables the identification of the videogame in relation to its cultural surroundings. Such generalizations make it increasingly difficult to comprehend how the instances of this phenomenon actually work, which in turn generates pragmatic problems: the lack of an applicable identification of the videogame hinders its study, play, and everyday conceptualization.

The persistent surfacing of novel ludic forms continues to expand the conceptual range of ‘games’ and ‘videogames,’ which has already lead to anxious generalizations within academic as well as popular discourses. Along with the phenomenon’s proliferation the aspects that constitute its identity have become more and more challenging to determine, however. Within the last few decades, the videogame has become an important media, economic, and cultural phenomenon.
