ideo games as instances of everyday technoculture, operate within the premises of digitality, technology, simulations and software. By their very nature, they break down the subject-object, organic-inorganic, and player-game dichotomies. They constitute ludic ensembles, “inter-species assemblages” (Dyer-Witheford, 2015) or “biological-technological-informational” collages (Stasieńko 2017, 44). The subjectivity of the player is redistributed during gameplay into a post-human network of human and non-human bodies and agentialities. Post-humanist thought (Braidotti 2013) seems to be offering a promising perspective for digital games research. One, which invites theories and concepts looking at the game, the technology, the non-organic players....