Work

Across Worlds and Bodies: Criticism in the Age of Video Games

Year: 2014
Type: article
Abstract: Despite being the focus of academic studies for close to two decades and a significant part of popular culture for much longer, the humanities generally and cultural studies in particular lacks a coherent vocabulary to perform strong, analytical criticism of individual videogame works. The solution is not another prescriptive, top-down model that attempts to understand all videogame play the same way, but a descriptive, bottom-up conceptual toolkit that understands particular videogames in the moment of play when videogame and player come together. This article highlights the values inherited by game studies that have resisted the creation of such a toolkit and suggests one path forward grounded in the phenomenological pleasures of videogame play across worlds and bodies. After exploring game studies' historical hostility to critical and textual readings, it conceptualises the 'videogame text'-the critic's object of study-as the coming together of the player and the videogame in a cybernetic circuit of embodied pleasures. This circuit flows across both the actual and virtual worlds of play in a convergence of form and content. Ultimately, this article lays a groundwork for academic roads into videogame criticism that is primarily concerned with understanding videogames as videogames to complement those ad-hoc methods already being developed by a nascent scene of online critics and bloggers.
Language: English
Open Access status: green
OpenAlex ID: W2140522021
FWCI: 19.43
Cites: 55
Cited by: 58
Related to: 10