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dc.rights.licenseRestricted to current Rensselaer faculty, staff and students in accordance with the Rensselaer Standard license. Access inquiries may be directed to the Rensselaer Libraries.
dc.contributorSearch, Patricia
dc.contributorSuckling, Maurice
dc.contributorNideffer, Robert
dc.contributor.advisorDeery, June
dc.contributor.authorJennings, Stephanie
dc.date.accessioned2023-09-06T22:05:10Z
dc.date.available2023-09-06T22:05:10Z
dc.date.issued2020-08
dc.identifier.urihttps://hdl.handle.net/20.500.13015/6706
dc.descriptionAugust2020
dc.descriptionSchool of Humanities, Arts, and Social Sciences
dc.description.abstractThe 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.
dc.languageENG
dc.language.isoen_US
dc.publisherRensselaer Polytechnic Institute, Troy, NY
dc.relation.ispartofRensselaer Theses and Dissertations Online Collection
dc.subjectCommunication and rhetoric
dc.titleNarrativized re-performances of gameplay: witch-players and methodological resistance in game studies
dc.typeElectronic thesis
dc.typeThesis
dc.date.updated2023-09-06T22:05:12Z
dc.rights.holderThis electronic version is a licensed copy owned by Rensselaer Polytechnic Institute (RPI), Troy, NY. Copyright of original work retained by author.
dc.description.degreePhD
dc.relation.departmentDept. of Communication and Media


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