The panel will retrospectively evaluate the significance of the seminal text Games of Empire (2009) for new media and game studies, reflecting on the contribution of autonomous Marxism to the study of digital culture today, as well as the methodological move it performed in tracing continuities and discontinuities between sites of production and play. Each paper will take one or two key concepts from the original book, including Empire, multitude, ideology, and cognitive capitalism, and apply them to the contemporary moment in the games sector. Our aim is to explore the strengths and limitations of these concepts, as well as identify the salient ways in which the sector has evolved over the last ten years. For example, we will examine effor...
Video games have entered the cultural mainstream and in terms of economic profits they now rival est...
This paper explores the ways in which the experience of participation or interactivity in digital ga...
This article paves way for a materialist analysis of the games industry as 21st century imperialism ...
Games are an extremely valuable context for the study of cognition as inter(action) in the social an...
For those new to games studies, the most important primer is the recognition that, as a field of res...
Much discussion has revolved around the interdisciplinary nature and institutional status of game sc...
The academic study of computer and video games is a rapidly growing field. This article surveys its ...
DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. International Compu...
Much discussion has revolved around the interdisciplinary nature and institutional status of game sc...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
In the Game Culture Reader , editors Jason C. Thompson and Marc Ouellette propose that Game Studies...
The treatment of colonialism in video games, barring a few notable exceptions, is marked by a Wester...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
Thesis submitted at Leiden University for an RMA (cum laude) in Literary Studies.Digital games provi...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
Video games have entered the cultural mainstream and in terms of economic profits they now rival est...
This paper explores the ways in which the experience of participation or interactivity in digital ga...
This article paves way for a materialist analysis of the games industry as 21st century imperialism ...
Games are an extremely valuable context for the study of cognition as inter(action) in the social an...
For those new to games studies, the most important primer is the recognition that, as a field of res...
Much discussion has revolved around the interdisciplinary nature and institutional status of game sc...
The academic study of computer and video games is a rapidly growing field. This article surveys its ...
DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. International Compu...
Much discussion has revolved around the interdisciplinary nature and institutional status of game sc...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
In the Game Culture Reader , editors Jason C. Thompson and Marc Ouellette propose that Game Studies...
The treatment of colonialism in video games, barring a few notable exceptions, is marked by a Wester...
In this special issue on ludic economies, we argue that the study of digital games – their milieux o...
Thesis submitted at Leiden University for an RMA (cum laude) in Literary Studies.Digital games provi...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
Video games have entered the cultural mainstream and in terms of economic profits they now rival est...
This paper explores the ways in which the experience of participation or interactivity in digital ga...
This article paves way for a materialist analysis of the games industry as 21st century imperialism ...