Playing With Feelings: Video Games And Affect
by Aubrey Anable /
2018 / English / PDF
2.7 MB Download
How gaming intersects with systems like history, bodies, and
code
How gaming intersects with systems like history, bodies, and
code
Why do we so compulsively play video games? Might it have
something to do with how gaming affects our emotions? In
Why do we so compulsively play video games? Might it have
something to do with how gaming affects our emotions? InPlaying with Feelings
Playing with Feelings, scholar Aubrey Anable applies
affect theory to game studies, arguing that video games let us
“rehearse” feelings, states, and emotions that give new tones
and textures to our everyday lives and interactions with
digital devices. Rather than thinking about video games as an
escape from reality, Anable demonstrates how video games—their
narratives, aesthetics, and histories—have been intimately tied
to our emotional landscape since the emergence of digital
computers.
, scholar Aubrey Anable applies
affect theory to game studies, arguing that video games let us
“rehearse” feelings, states, and emotions that give new tones
and textures to our everyday lives and interactions with
digital devices. Rather than thinking about video games as an
escape from reality, Anable demonstrates how video games—their
narratives, aesthetics, and histories—have been intimately tied
to our emotional landscape since the emergence of digital
computers.
Looking at a wide variety of video games—including mobile
games, indie games, art games, and games that have been
traditionally neglected by academia—Anable expands our
understanding of the ways in which these games and game studies
can participate in feminist and queer interventions in digital
media culture. She gives a new account of the touchscreen and
intimacy with our mobile devices, asking what it means to touch
and be touched by a game. She also examines how games played
casually throughout the day create meaningful interludes that
give us new ways of relating to work in our lives. And Anable
reflects on how games allow us to feel differently about what
it means to fail.
Looking at a wide variety of video games—including mobile
games, indie games, art games, and games that have been
traditionally neglected by academia—Anable expands our
understanding of the ways in which these games and game studies
can participate in feminist and queer interventions in digital
media culture. She gives a new account of the touchscreen and
intimacy with our mobile devices, asking what it means to touch
and be touched by a game. She also examines how games played
casually throughout the day create meaningful interludes that
give us new ways of relating to work in our lives. And Anable
reflects on how games allow us to feel differently about what
it means to fail.Playing with Feelings
Playing with Feelings offers provocative arguments for
why video games should be seen as the most significant art form
of the twenty-first century and gives the humanities
passionate, incisive, and daring arguments for why games
matter.
offers provocative arguments for
why video games should be seen as the most significant art form
of the twenty-first century and gives the humanities
passionate, incisive, and daring arguments for why games
matter.