The domestic playing of videogames is examined through a series of extended dialogues with male adolescents. The research process was grounded in a theorisation of audience activity in communication studies which sees meanings emerging from the boys' engagements with kinetic texts in terms of refigurative activity. This encapsulates reading, interpretation, and a cultural productivity whereby the kinetic text is returned to the everyday world, primarily through a relation of mimicry. The cultural fertility of videogames is traced through this mimicry to reveal a series of themes: a de-stabilising of the distinction between work and play spaces; the fragmentation of audiences of the small screen in the home through the establishment of gendered playspaces; the instilling of competitive relations within male community; and the melding of fantasy and discipline. An investigation of the significance of soundtrack to videogame play leads to the conclusion that in videogame playing a new cultural competency is taking shape in the form of a postmodern literacy, which lays stress on a continuous circumlocution, a destabilizing of narrative time, and middles rather than beginnings or endings. The findings contradict many ideas regarding videogame playing: that players are addicts; that videogame play is mindless; or that players are fickle. Videogame playing is implicated as an identity-making discursive project considered central to the business of being a male adolescent.
| Date of Award | 1999 |
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| Original language | English |
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- video games
- electronic games
- adolescent psychology
- child psychology
- computer games
Audio-visions : domestic videogame play
Denham, G. W. (Author). 1999
Western Sydney University thesis: Doctoral thesis