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A paradox of play: autonomy and discipline in video gaming

Published:29 May 2012Publication History

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.

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  1. A paradox of play: autonomy and discipline in video gaming

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    • Published in

      cover image ACM Other conferences
      FDG '12: Proceedings of the International Conference on the Foundations of Digital Games
      May 2012
      332 pages
      ISBN:9781450313339
      DOI:10.1145/2282338

      Copyright © 2012 Author

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 29 May 2012

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      Overall Acceptance Rate152of415submissions,37%