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This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism. Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience ? including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.
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The postcolonial has still remained on the margins of Game Studies, which has now incorporated at length, contemporary debates of race, gender, and other areas that challenge the canon. It is difficult to believe, however, that it has not defined the way in which video games are perceived; the effect, it can be argued, is subtle. For the millions of Indians playing games such as Empire: Total War or East India Company, their encounter with colonial history is direct and unavoidable, especially given the pervasiveness of postcolonial reactions in everything from academia to day-to-day conversation around them. The ways in which games construct conceptions of spatiality, political systems, ethics, and society are often deeply imbued with a notion of the colonial and therefore also with the questioning of colonialism. This article aims to examine the complexities that the postcolonial undertones in video games bring to the ways in which we read them.
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As in historical accounts, empire in video games too is concerned with the acquisition of geographical space. Like the splash of red marking the stretch of the British Empire on Victorian world maps, video games that let one play at empire are also obsessed with stamping the imperialist authority of ‘your’ nation on their in-game maps. Video game empires too work on the necessary logic of spatial expansion connected with which is the necessity to remove the ‘fog’ which prevents the player’s ‘line of sight’ from accessing information about surrounding areas. The focus on cartography and surveying in British Raj India is a useful comparison. Although much scholarship exists around the representations of the spatiality of Empire in more traditional media, there is little that addresses the video game representations of Empire. This article is about the representation and experience of space in conceptions of Empire vis-à-vis in empire-building video games, as understood in terms of both cartography and the lived experience of space. It argues that although empire-building video games are largely framed within the western imperialist discourses, the very nature of gameplay itself challenges these set notions – in a way remediating the ambiguity and anxieties of the representations of empire and its spatial constructs in earlier media.
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The issue of identity formation when playing an avatar in a video game has recently become perceived as both increasingly complex and contentious. Game critics argue both for and against the apparent seamlessness in the identity formation in video games. However, while the case against seamlessness builds up with respect to other gaming genres, first-person shooters (FPS) are often still singled out as best representing this first-person identification whereby players were supposed to be totally immersed in their avatars while they played the game. In the light of recent research, this chapter builds on earlier research to reveal further problems in assuming a seamless merging of identity even in the FPS. It argues that the very conception of subjectivity has always been problematized through the FPS, and that the genre itself self-consciously keeps pointing this out. As an example of the latter, the chapter focuses on the S.T.A.L.K.E.R. video games to show how FPS games prompt players to question their in-game identity(ies) because the playing subject, instead of being a fixed entity, is hard-wired into the process of exploration that constitutes gameplay.
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The First Podcast in a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India.
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First Person Encounters is a series of podcasts presented by Games Studies India, about our first experiences with Games while growing up in India. This our third podcast where we talk with Poornima Seetharaman. She is the first Indian to be inducted in the Women in Games (WIGJ) Hall of Fame and is also the lead game designer at Zynga. Hear as we talk about her foray in the world of gaming.
Explorer
1. Approches
- Approches sociologiques (2)
- Étude de la réception (1)
- Étude des industries culturelles (1)
- Étude des représentations (4)
- Genre et sexualité (1)
- Histoire/historiographie critique (5)
- Humanités numériques (1)
- Méthodologie de recherche décoloniale (2)
- Théorie(s) et épistémologies des médias (1)
- Théories postcoloniales et décoloniales (3)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice PANDC (6)
- Autrice (2)
- Créateur.rice PANDC (1)
- Créatrice (1)
4. Corpus analysé
- Asie
- Amérique du Nord (2)
- Europe (3)
4. Lieu de production du savoir
- Asie (6)