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    Narrativized re-performances of gameplay: witch-players and methodological resistance in game studies

    Author
    Jennings, Stephanie
    View/Open
    Jennings_rpi_0185E_11765.pdf (1.337Mb)
    Other Contributors
    Deery, June; Search, Patricia; Suckling, Maurice; Nideffer, Robert;
    Date Issued
    2020-08
    Subject
    Communication and rhetoric
    Degree
    PhD;
    Terms of Use
    This electronic version is a licensed copy owned by Rensselaer Polytechnic Institute (RPI), Troy, NY. Copyright of original work retained by author.;
    Metadata
    Show full item record
    URI
    https://hdl.handle.net/20.500.13015/6706
    Abstract
    The primary purpose of this dissertation is to develop a hybrid methodology for textual studies of videogames. At its core is a reconceptualization of gameplay, a term with industry origins that refers to players’ engagements with videogames, but that has served to maintain numerous, gendered binaries prevalent in game studies scholarship. Against these trends, I argue that the textual meanings of gameplay emerge from the dynamic, assembled agencies of videogame technologies, designed gameworlds, and player subjectivities. As a basis for comprehending gameplay, I examine research that characterizes this composite activity as cyborgian, alongside feminist research in which cyborgs exemplify tensions between structural oppressions and agentic subjectivities. However, by explicating subversive feminine gameplay performances that operate simultaneously within and against videogames, I shift cyborgian sensibilities to posit the figure of the witch-player. This formulation at once captures the uptake of witches in contemporary popular culture that challenge gender and sexual norms, while also interrogating historical roots in misogyny and racism that have served the spread of capitalism and settler-colonialism. Further, it intervenes in game studies research by foregrounding feminine gameplay performances. To read gameplay, I construct a methodology that combines textual analysis, autoethnography, and assemblage theories. Demonstrating its use, I chronicle my resistant, feminine gameplay in various horror videogames, providing a condensed genre study throughout these analyses.;
    Description
    August2020; School of Humanities, Arts, and Social Sciences
    Department
    Dept. of Communication and Media;
    Publisher
    Rensselaer Polytechnic Institute, Troy, NY
    Relationships
    Rensselaer Theses and Dissertations Online Collection;
    Access
    Restricted to current Rensselaer faculty, staff and students in accordance with the Rensselaer Standard license. Access inquiries may be directed to the Rensselaer Libraries.;
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