Against flow: video games and the flowing subject
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cambridge, Massachusetts ; London, England
The MIT Press
[2021]
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | xi, 315 Seiten Illustrationen |
ISBN: | 9780262045506 |
Internformat
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Datensatz im Suchindex
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adam_text | Contents Acknowledgments Introduction ix l 27 1 An Introduction to the Ideology of Flow 2 Flow, Alienation, and the Politics of Enjoyment 65 3 Streams of Consumption: Video Games and Televisual Flow 4 Flow, Play, and Critical Distance 5 103 139 Playfulness Untamed: Innovation, Play, and Flow in Independent Games 175 Conclusion: The Critical Futures of Flow Notes 243 References Index 305 273 211
Against Flow VfOEO GAMES AND THE F : ■ Flow—as conceptualized by the psychologist Mihály Csikszentmihalyi—describes an experience of “being in the zone, of intense absorption in an activity. It is a central concept in the study of video games, although often applied uncritically. In Against Flow, Braxton Söderman takes a step back and offers a critical assessment of flow’s historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Söderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play. Söderman argues that flow is a game design strategy used to extend the duration of playful consumption. Players—called flowing subjects by Söderman—are not simply experiencing the psychological state of flow; they are being positioned as media consumers in ways that promote flow’s ideologies and sustain ludic capitalism. He exam ines flow from a range of perspectives, considering, among other things, flow as a form of coping with alienation, the commodification of flow, and the relationship of flow and reflection. Finally, Söderman calls for the design and interpretation of new architectures of critical flow in games, arguing that we must rethink standard forms of flow and embrace more diverse and inclusive forms of the flowing subject.
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adam_txt |
Contents Acknowledgments Introduction ix l 27 1 An Introduction to the Ideology of Flow 2 Flow, Alienation, and the Politics of Enjoyment 65 3 Streams of Consumption: Video Games and Televisual Flow 4 Flow, Play, and Critical Distance 5 103 139 Playfulness Untamed: Innovation, Play, and Flow in Independent Games 175 Conclusion: The Critical Futures of Flow Notes 243 References Index 305 273 211
Against Flow VfOEO GAMES AND THE F : '■ ' Flow—as conceptualized by the psychologist Mihály Csikszentmihalyi—describes an experience of “being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied uncritically. In Against Flow, Braxton Söderman takes a step back and offers a critical assessment of flow’s historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Söderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play. Söderman argues that flow is a game design strategy used to extend the duration of playful consumption. Players—called flowing subjects by Söderman—are not simply experiencing the psychological state of flow; they are being positioned as media consumers in ways that promote flow’s ideologies and sustain ludic capitalism. He exam ines flow from a range of perspectives, considering, among other things, flow as a form of coping with alienation, the commodification of flow, and the relationship of flow and reflection. Finally, Söderman calls for the design and interpretation of new architectures of critical flow in games, arguing that we must rethink standard forms of flow and embrace more diverse and inclusive forms of the flowing subject. |
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discipline_str_mv | Allgemeines Informatik |
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spelling | Soderman, Braxton Verfasser (DE-588)1234031639 aut Against flow video games and the flowing subject Braxton Soderman Cambridge, Massachusetts ; London, England The MIT Press [2021] xi, 315 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Flow-Erlebnis (DE-588)4379991-7 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Flow-Erlebnis (DE-588)4379991-7 s DE-604 Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032649087&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032649087&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Soderman, Braxton Against flow video games and the flowing subject Flow-Erlebnis (DE-588)4379991-7 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4379991-7 (DE-588)4010457-6 |
title | Against flow video games and the flowing subject |
title_auth | Against flow video games and the flowing subject |
title_exact_search | Against flow video games and the flowing subject |
title_exact_search_txtP | Against flow video games and the flowing subject |
title_full | Against flow video games and the flowing subject Braxton Soderman |
title_fullStr | Against flow video games and the flowing subject Braxton Soderman |
title_full_unstemmed | Against flow video games and the flowing subject Braxton Soderman |
title_short | Against flow |
title_sort | against flow video games and the flowing subject |
title_sub | video games and the flowing subject |
topic | Flow-Erlebnis (DE-588)4379991-7 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Flow-Erlebnis Computerspiel |
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