Egoshooting in Chernobyl: Identity and Subject(s) in the S.T.A.L.K.E.R. Games

Type de ressource
Chapitre de livre
Auteurs/contributeurs
Titre
Egoshooting in Chernobyl: Identity and Subject(s) in the S.T.A.L.K.E.R. Games
Résumé
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.
Titre du livre
Computer Games and New Media Cultures: a Handbook of Digital Games Studies
Lieu
Dordrecht
Maison d’édition
Springer
Date
2012
Pages
219-231
Langue
Anglais
ISBN
978-94-007-2777-9
Consulté le
01/06/2021 15:13
Référence
Mukherjee, S. (2012). Egoshooting in Chernobyl: Identity and Subject(s) in the S.T.A.L.K.E.R. Games. Dans J. Fromme et A. Unger (dir.), Computer Games and New Media Cultures: a Handbook of Digital Games Studies (p. 219‑231). Springer. http://www.worldcat.org/oclc/808343328
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