ABSTRACT
Playing video games produces experiences of autonomy and freedom---compelling subjective states that contribute to the pleasure of gaming. At the same, time players often create and conscientiously deploy mechanisms of discipline reminiscent of those Foucault wrote about for 19th century prisons. Surveillance, examination, and control of the body are key elements of video gaming practice. Why do we find this seeming paradox between autonomy and discipline in video game play? Based on my empirical research, I examine the paradox, especially how it is technologically mediated, with remarks on its implications for gamification and methodologies for video games studies.
Index Terms
- A paradox of play: autonomy and discipline in video gaming
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