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Videogames are a unique artistic form, and to analyse and
understand them an equally unique language is required. Cremin
turns to Deleuze and Guattari's non-representational philosophy to
develop a conceptual toolkit for thinking anew about videogames and
our relationship to them. Rather than approach videogames through a
language suited to other media forms, Cremin invites us to think in
terms of a videogame plane and the compositions of developers and
players who bring them to life. According to Cremin, we are not
simply playing videogames, we are creating them. We exceed our own
bodily limitations by assembling forces with the elements they are
made up of. The book develops a critical methodology that can
explain what every videogame, irrespective of genre or technology,
has in common and proceeds on this basis to analyse their
differences. Drawing from a wide range of examples spanning the
history of the medium, Cremin discerns the qualities inherent to
those regarded as classics and what those qualities enable the
player to do. Exploring Videogames with Deleuze and Guattari
analyses different aspects of the medium, including the social and
cultural context in which videogames are played, to develop a
nuanced perspective on gendered narratives, caricatures and
glorifications of war. It considers the processes and relationships
that have given rise to industrial giants, the spiralling costs of
making videogames and the pressure this places developers under to
produce standard variations of winning formulas. The book invites
the reader to embark on a molecular journey through worlds neither
'virtual' nor 'real' exceeding image, analogy and metaphor. With
clear explanations and detailed analysis, Cremin demonstrates the
value of a Deleuzian approach to the study of videogames, making it
an accessible and valuable resource for students, scholars,
developers and enthusiasts.
Videogames are a unique artistic form, and to analyse and
understand them an equally unique language is required. Cremin
turns to Deleuze and Guattari's non-representational philosophy to
develop a conceptual toolkit for thinking anew about videogames and
our relationship to them. Rather than approach videogames through a
language suited to other media forms, Cremin invites us to think in
terms of a videogame plane and the compositions of developers and
players who bring them to life. According to Cremin, we are not
simply playing videogames, we are creating them. We exceed our own
bodily limitations by assembling forces with the elements they are
made up of. The book develops a critical methodology that can
explain what every videogame, irrespective of genre or technology,
has in common and proceeds on this basis to analyse their
differences. Drawing from a wide range of examples spanning the
history of the medium, Cremin discerns the qualities inherent to
those regarded as classics and what those qualities enable the
player to do. Exploring Videogames with Deleuze and Guattari
analyses different aspects of the medium, including the social and
cultural context in which videogames are played, to develop a
nuanced perspective on gendered narratives, caricatures and
glorifications of war. It considers the processes and relationships
that have given rise to industrial giants, the spiralling costs of
making videogames and the pressure this places developers under to
produce standard variations of winning formulas. The book invites
the reader to embark on a molecular journey through worlds neither
'virtual' nor 'real' exceeding image, analogy and metaphor. With
clear explanations and detailed analysis, Cremin demonstrates the
value of a Deleuzian approach to the study of videogames, making it
an accessible and valuable resource for students, scholars,
developers and enthusiasts.
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