Gaming and Theory

Volume 17, Numbers 1-2


This issue addresses various intersections of the idea and practice of digital gaming and critical theory. Questions addressed include the intersections of gaming with postmodernism, politics, cultural studies, philosophy, narrative theory, aesthetics, feminism, media theory, and pedagogical theory.

Contents

Andrew Baerg
Governmentality, Neoliberalism, and the Digital Game

Tauel Harper
The Smooth Spaces of Play: Deleuze and the Emancipative Potential of Games

Seb Franklin
‘We Need Radical Gameplay, Not Just Radical Graphics’: Towards a Contemporary Minor Practice in Computer Gaming

Edmund Zagorin
Constructing the Ethical Limits of Play in Policy Debates

Melissa Milton-Smith
Installing the Game: Gameplay in the Installation T_Visionarium

Gail Shivel
World of Warcraft: The Murloc is the Message

Ian Cook
Theorising Schmitt’s Friend-Enemy through Deleuzian Folding and First-Person Shooters

Sarah Cameron Loyd Grey
Dead Time: Aporias and Critical Videogaming

Sandy Baldwin
Logging In and Getting Off: Login, Labor, Literature, and the Subject of the Net