Playing the system: Videogames/players/characters

Semiotica 2009 (173):509-524 (2009)
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Abstract

Playing videogames ranks among the most popular activities on the contemporary media menu. However, just what ‘play’ entails remains poorly researched and consequently little is written on the role and subject positions of the player in relation to on-screen characters. This article offers a way of thinking about the player's subject position that moves attention away from identification with on-screen characters and towards the engagement with the videogame as a simulation. In doing so, and drawing on Fuller and Jenkins (Nintendo and new world travel writing: A dialogue, Sage, 1995) and Friedman (Civilization and its discontents: Simulation, subjectivity, and space, New York University Press, 1999) for example, the author suggests that the videogame player engages not with any single element of the system such as a character or ‘avatar,’ but rather apprehends the videogame as a system — a mathematical model. This mode of engagement encourages and requires that the player ‘think like the computer’ in exploring its boundaries, scrutinizing its rules, exploiting its potentialities, and ultimately becoming part of the system itself. [ABSTRACT FROM AUTHOR].

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Citations of this work

C. S. Peirce and Intersemiotic Translation.Joao Queiroz & Daniella Aguiar - 2015 - In Peter Pericles Trifonas (ed.), International Handbook of Semiotics. Dordrecht: Springer. pp. 201-215.

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