Gaming Encounter in the Age of Digital Reproduction

Authors

  • Konstantin Glazkov НИУ ВШЭ , NRU HSE Автор

Keywords:

gaming encounter, Ingress the Game, digital (media) reproduction, puerilism, location-based mobile games (LBMG)

Abstract

The article suggests to interpret the gaming activity within the location-based mobile game Ingress the Game as a technically mediated gaming encounter (E. Goffman). This means that players significantly determinate the situation of encounter due to the selective elimination of irrelevant circumstances of external context beyond the game world. Through technical and digital means (primarily due to a mobile phone/tablet and access to the Internet) players carry out assembling scattered game and non-game fragments in a gaming reality that allows continuously to maintain a potential entanglement in gaming activity. In turn, continuity of the gaming activity causes loss of significance of opening and closing markers in gaming encounter. Endless, competitive and without a winner, Ingress the Game experiences tension associated with the interpretation of its rules by players. Foremost this fact is linked with that the players do not start to arrange the futility of the three-year confrontation between the two factions which receives no expression in the promotion of the game narrative and determining the winner. In this connection, different game logics arise within the Ingress application that go beyond setting originally pledged by developers. We offer an analytical opposition «game - puerilism» as a theoretical framework for the consideration of the following extensions of game logic. Unlike the gamification project it 73 allows to describe game activity «inside» in terms of the game itself.

Downloads

Download data is not yet available.

References

Беньямин В. (1996) Произведение искусства в эпоху его технической воспроизводимости, М.: Медиум

Болтански Л., Кьяпелло Э. (2011) Новый дух капитализма, СПб.: Новое литературное обозрение

Горц А. (2010) Нематериальное. Знание, стоимость и капитал, М.: ИД ВШЭ.

Кайуа Р. (2007) Игры и люди. Статьи и эссе по социологии культуры, М.: ОГИ. МакГонигл Дж. (2015)

Перцев А. (2012) Играющая Вселенная // пред. к Ф. Г. Юнгер. Игры. Ключ к их значению, СПб.: Владимир Даль.

Салин А. (2015) К критике проекта геймификации. Логос, 1 (103): 100-129.

Юнгер Ф. Г. (2012) Игры. Ключ к их значению, СПб.: Владимир Даль

Юл Й. (2015) Рассказывают ли игры истории? Краткая заметка об играх и нарративах. Логос, 1 (103): 61-78

Bogost I. (2011) Gamification is Bullshit. My Position Statement at the Warton Gamification Symposium. (http://bogost.com/blog/gamification_is_bullshit/)

Goffman E. (1961) Fun in Games. «Encounters: Two Studies in the Sociology», Penguin University Book

Richardson I., Wilken R. (2009) Haptic Vision, Footwork, Place-Making. Second Nature, 2:22-40

Хейзинга Й. (2011) Homo ludens. Опыт определения игрового элемента культуры, СПб.: Изд-во Ивана Лимбаха

Гуттман А. (2014) Игры, забавы, состязания, спорт. Логос, 3 (99): 191-208

Настоящая маленькая игра: эффект Пиноккио в первазивных играх. Логос, 1 (103): 130-156

Руллани Э. (2007) Когнитивный капитализм: déjà vu. Логос, 4 (61): 64-69

Downloads

Published

2015-07-15

Issue

Section

Articles

How to Cite

Glazkov K. Gaming Encounter in the Age of Digital Reproduction // Sociology of Power. 2015. Vol. 27, no. 4. P. 72–92.

Коды статьи

  • EDN VLEYZJ
  • Тип статьи (РИНЦ) Научная статья (Научная статья)