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Gameplay ModeWar, Simulation, and Technoculture$
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Patrick Crogan

Print publication date: 2011

Print ISBN-13: 9780816653348

Published to Minnesota Scholarship Online: August 2015

DOI: 10.5749/minnesota/9780816653348.001.0001

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Playing Through

Playing Through

The Future of Alternative and Critical Game Practices

(p.135) 7 Playing Through
Gameplay Mode

Patrick Crogan

University of Minnesota Press

This chapter studies the potential of alternative and critical game projects to interrogate and detour the predominant concretization of computer game technology and routinization of gameplay. These include critical or art games such as Newsgaming’s September 12th: A Toy World (2002) as well as art-based projects such as Painstation, which adopts cultural and technical elements of computer gaming differently in order to interrogate the conventional development of computer games as media entertainment forms. Drawing on the work of Samuel Weber, this chapter examines how these works theatricalize gameplay in different ways, destabilizing its usual placement in technocultural experience.

Keywords:   game projects, computer game technology, gameplay, critical and art games, technocultural experience

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