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Gaming: Essays on Algorithmic Culture

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169:, showing how, since electronic networks of control are both visible to players and essential to gameplay, video games have a certain kind of political and critical transparency - that is, because of their nature as a collaboration between player and computer, video games make obvious some elements that other media, such as film, deliberately try to conceal. Galloway argues that this characteristic of video games problematizes ideological critique, because everything in the game must first be codified as a mathematical variable. His remark, "the more one begins to think that 173:
is about a certain ideological interpretation of history ... or even that it creates a computer-generated 'history effect', the more one realises that it is about the absence of history altogether, or rather, the transcoding of history into specific mathematical models", has attracted criticism from
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non-diegetic (i.e., "out of character"). For example, firing a weapon is a diegetic operator action; ambience is a diegetic machine action; pausing the game is a non-diegetic operator action; and network lag is a non-diegetic machine action. These four modes of action can also be used to describe
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The first chapter, "Gamic Action, Four Moments", outlines the theoretical underpinnings of the book. Proceeding from the premise that "video games are actions", and that they are a collaboration between player and computer, Galloway offers two axes of analysis: operator (i.e., the
159:'s work on "disciplinary societies". Galloway writes that "what Deleuze defines as control is key to understanding how computerized information societies function." In particular, this chapter focuses on 29: 200:(December 2007). "Review: Alexander R. Galloway Gaming: Essays on Algorithmic Culture. Minneapolis, MN: University of Minnesota Press, 2006. 143 pp. (paper) 9780816648504". 520: 151:
cultural objects", to think through new possibilities for critical interpretation. The critical framework for this chapter is
447: 344: 77: 530: 525: 515: 510: 197: 47: 98:. The essays are a critical analysis of the medium of video games, and its aesthetic and political impact. 535: 363: 141: 473: 165: 95: 28: 8: 183: 485: 424: 391: 217: 91: 230: 453: 443: 416: 395: 383: 350: 340: 242: 221: 72: 155:'s "Postscript on the Societies of Control", a short essay from 1990 that builds on 375: 209: 495: 379: 213: 156: 152: 504: 457: 420: 387: 354: 246: 147:
The fourth chapter, "Allegories of Control", uses video games, as "uniquely
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Gaming rhythms : play and counterplay from the situated to the global
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historians in games studies like Tom Apperley and Adam Chapman.
129: 231:"Alexander Galloway: Gaming: Essays on Algorithmic Culture" 133: 286: 474:"Playing the code: Allegories of control in Civilization" 298: 274: 262: 310: 128:individual games: Galloway gives the examples of 502: 442:. Minneapolis: University of Minnesota Press. 339:. Amsterdam: Institute of Network Cultures. 439:Gaming : essays on algorithmic culture 27: 202:International Journal of Cultural Studies 471: 435: 405:"Postscript on the Societies of Control" 332: 304: 292: 280: 268: 228: 402: 361: 316: 503: 364:"Is Sid Meier's Civilization history?" 235:International Journal of Communication 22:Gaming: Essays on Algorithmic Culture 87:Gaming: Essays on Algorithmic Culture 196: 521:University of Minnesota Press books 13: 482:(Open-access version of Chapter 4) 229:Williams, Dmitri (27 March 2007). 189: 115:machine (i.e., the computer); and 16:2006 book by Alexander R. Galloway 14: 547: 465: 472:Galloway, Alexander R. (2004). 436:Galloway, Alexander R. (2006). 326: 1: 255: 48:University of Minnesota Press 380:10.1080/13642529.2013.774719 214:10.1177/13678779070100040603 90:is a book of five essays on 7: 177: 10: 552: 101: 71: 63: 53: 43: 35: 26: 531:Books about media theory 403:Deleuze, Gilles (1992). 526:Books about video games 516:2006 non-fiction books 511:English-language books 362:Chapman, Adam (2013). 333:Apperley, Tom (2009). 142:Dance Dance Revolution 96:Alexander R. Galloway 39:Alexander R. Galloway 119:(i.e. "in-universe") 184:Algorithmic Culture 23: 536:Video game studies 478:Radical Philosophy 368:Rethinking History 295:, p. 102-103. 92:video game studies 21: 491:Project MUSE link 449:978-0-8166-9863-9 346:978-90-816021-1-2 307:, pp. 23–28. 83: 82: 78:978-0-8166-4850-4 543: 481: 461: 432: 399: 358: 320: 314: 308: 302: 296: 290: 284: 278: 272: 266: 250: 225: 144:, respectively. 126: 122: 114: 110: 55:Publication date 31: 24: 20: 551: 550: 546: 545: 544: 542: 541: 540: 501: 500: 468: 450: 347: 329: 324: 323: 315: 311: 303: 299: 291: 287: 279: 275: 267: 263: 258: 253: 192: 190:Further reading 180: 157:Michel Foucault 124: 120: 112: 108: 104: 56: 17: 12: 11: 5: 549: 539: 538: 533: 528: 523: 518: 513: 499: 498: 493: 488: 483: 467: 466:External links 464: 463: 462: 448: 433: 400: 374:(3): 312–332. 359: 345: 328: 325: 322: 321: 309: 297: 285: 273: 260: 259: 257: 254: 252: 251: 226: 208:(4): 508–510. 193: 191: 188: 187: 186: 179: 176: 153:Gilles Deleuze 103: 100: 81: 80: 75: 69: 68: 65: 61: 60: 57: 54: 51: 50: 45: 41: 40: 37: 33: 32: 15: 9: 6: 4: 3: 2: 548: 537: 534: 532: 529: 527: 524: 522: 519: 517: 514: 512: 509: 508: 506: 497: 494: 492: 489: 487: 486:Press website 484: 479: 475: 470: 469: 459: 455: 451: 445: 441: 440: 434: 430: 426: 422: 418: 414: 410: 406: 401: 397: 393: 389: 385: 381: 377: 373: 369: 365: 360: 356: 352: 348: 342: 338: 337: 331: 330: 318: 313: 306: 305:Apperley 2009 301: 294: 293:Galloway 2006 289: 283:, p. 88. 282: 281:Galloway 2006 277: 271:, p. 86. 270: 269:Galloway 2006 265: 261: 248: 244: 240: 236: 232: 227: 223: 219: 215: 211: 207: 203: 199: 195: 194: 185: 182: 181: 175: 172: 168: 167: 162: 158: 154: 150: 145: 143: 139: 135: 131: 118: 99: 97: 93: 89: 88: 79: 76: 74: 70: 66: 62: 58: 52: 49: 46: 42: 38: 34: 30: 25: 19: 477: 438: 412: 408: 371: 367: 335: 327:Bibliography 317:Chapman 2013 312: 300: 288: 276: 264: 238: 234: 205: 201: 198:Juul, Jesper 171:Civilization 170: 166:Civilization 164: 148: 146: 138:Warcraft III 105: 86: 85: 84: 18: 149:algorithmic 505:Categories 496:JSTOR link 256:References 123:<--> 111:<--> 458:247443900 421:0162-2870 396:143370293 388:1364-2529 355:805986681 247:1932-8036 222:146259052 161:Sid Meier 44:Publisher 241:(1): 3. 178:See also 117:diegetic 415:: 3–7. 409:October 107:player) 102:Summary 456:  446:  429:778828 427:  419:  394:  386:  353:  343:  245:  220:  140:, and 130:Tekken 125:  121:  113:  109:  36:Author 425:JSTOR 392:S2CID 218:S2CID 64:Pages 454:OCLC 444:ISBN 417:ISSN 384:ISSN 351:OCLC 341:ISBN 243:ISSN 134:Myst 73:ISBN 59:2006 376:doi 210:doi 163:'s 94:by 67:143 507:: 476:. 452:. 423:. 413:59 411:. 407:. 390:. 382:. 372:17 370:. 366:. 349:. 237:. 233:. 216:. 206:10 204:. 136:, 132:, 480:. 460:. 431:. 398:. 378:: 357:. 319:. 249:. 239:1 224:. 212::

Index


University of Minnesota Press
ISBN
978-0-8166-4850-4
video game studies
Alexander R. Galloway
diegetic
Tekken
Myst
Warcraft III
Dance Dance Revolution
Gilles Deleuze
Michel Foucault
Sid Meier
Civilization
Algorithmic Culture
Juul, Jesper
doi
10.1177/13678779070100040603
S2CID
146259052
"Alexander Galloway: Gaming: Essays on Algorithmic Culture"
ISSN
1932-8036
Galloway 2006
Galloway 2006
Galloway 2006
Apperley 2009
Chapman 2013
Gaming rhythms : play and counterplay from the situated to the global

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