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Noise ChannelsGlitch and Error in Digital Culture$
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Peter Krapp

Print publication date: 2011

Print ISBN-13: 9780816676248

Published to Minnesota Scholarship Online: August 2015

DOI: 10.5749/minnesota/9780816676248.001.0001

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Gaming the Glitch: Room for Error

Gaming the Glitch: Room for Error

Chapter:
(p.75) 4 Gaming the Glitch: Room for Error
Source:
Noise Channels
Author(s):

Peter Krapp

Publisher:
University of Minnesota Press
DOI:10.5749/minnesota/9780816676248.003.0004

This chapter considers the argument about creative expression under the conditions of computer games, with particular emphasis on glitches in the human-computer interfaces that come to the fore in gaming. Computing culture is predicated on communication and control to an extent that can obscure the domain of the error. Whether one sees the graphic user interface (GUI) as a Taylorist discipline teaching ergonomic interaction or as yielding to reductions of interaction to resemble what users had already learned, the GUI is pivotal for our culture. And the discursive formation of computer games runs parallel to that of the GUI: interaction revolves around perception, hand-eye coordination, and discerning errors. This chapter highlights examples of violent computer games turned to unexpected ends by exploitation of a glitch, such as Brody Condon’s artwork Adam Killer. It also looks at computer games as risk management, an exemplary resource for thinking about contingency.

Keywords:   computer games, glitches, human-computer interface, graphic user interface, errors, risk management, contingency

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