By comparison to this position as viewer, I found myself critically detached from the role of gamer. While playing a video game, although I make myself sufficiently comfortable, my body is tense and to some degree animated. Beyond the necessary dextral movement upon my console's controller, my physical self can become so engaged with a game that I begin to inadvertently imitate the motions on screen, craning my neck to look up or moving my arms in the direction my character is headed. Although some amount of anxiety or frustration can arise because of my inability to perform certain in-game tasks, there is no emotional attachment to the events unfolding. By investing very little in the medium, I have found that I am able to turn a game off at a whim if I feel it has bored me. Until recently, my position was one very willing to take up a role in a digital environment and participate to the best of my ability, but one which refused to consider what value my role had. At the moment of gaming, all critical receptors would seem to shut off. It is from this new curiosity regarding what exactly I am engaged in when I play a video game that I begin my examination of the medium.

* * *


      Somewhere between utopian fantasies regarding the possibilities of simulation, and dystopian nightmares of detachment from the corporeal self in a negation of morality and an unstoppable invasion from the digital, I struggle in negotiating an ability to use the physical and cultural apparatus of video games to my advantage. The ever-growing popularity of the form is partially hopeful for its creation of knowledgeable and technologically adroit citizens. While a curious child of the 1960s may have taken apart a toaster in their parents' absence, increased accessibility to computers (and to knowledge about how they operate) has led to the emergence of a generation of reverse engineers, able to dismantle the tools of consumerism and tweak them to their liking. Games are frequently coded to allow for the implementation of home-brewed programming with the potential for personalizing and subverting the experience. Yet the mass proliferation of these electronic things has increased the capital going into their production, streamlining the system in which they operate and thus creating greater limitations on digital freedom. And gamers don't seem to mind. Now functioning in a multibillion-dollar industry, game companies are able to produce a product which appeases consumers. Users are willing to allow concessions on freedom for enhanced graphics and more rapid gameplay.
      This making of the mainstream has built itself upon the easily digestible form of mass entertainment; of the Hollywood blockbuster in particular. Through a denial of the possibilities of the medium and the reiteration of standard leisure practices in a shiny new package, the assumption that players won't mind is essentially affirmed. Fooled to consider narrative texts as the form of communication par excellence, gamers ignore the implications of partaking in a practice which removes them from their subjective positions and truly does immerse them in a world that is set out for them. Rather than freeing an individual from the stringent rules of the world via fantasy, games more commonly impart even tighter restrictions on what is expected of a social being. Through an examination of some of the key texts surrounding video games, and a reflection on my somewhat schizophrenic viewpoints of the medium, I hope to touch on many of the facets of gaming which merit critical discussion and lay the groundwork for an approach to its analysis.

PAGE | 1 | 2 |

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.