Index
Aarseth, E.J. 2 Actor-Network Theory 118–23 Anderson, C.A. and Dill, K.E. 6–7, 152–3 Ang, I. 9–10, 70 Ang, I. and Hermes, J. 70, 154–5, 158 articulating gameplay 47–77 Assemblage Theory 82–4 avatars 56, 58–63, 111, 122, 135, 142 bodies active 102–8 affective 105, 108, 111–12 body schema 111–12 cyborg 112–18 imagined 143–4 gaming 2–3, 18, 26, 98–100, 102–8, 112, 115–18, 143–4 and technology 95–6, 98–100, 107 Butler, J. 20–2, 38–9, 89, 122, 150–2 ‘who is imagining whom’ 20–1, 38–9, 59, 90, 127, 151–2 Bassett, C. 75, 77–8, 97–100, 102, 111–12, 133–4, 151, 153–4 Carr, D. 3, 8–9, 57–8, 61–2 Cartesian subjectivity 17, 28–9, 107–8, 156, 159–60 Cassell, J. and Jenkins, H. 8–9, 57–8 consumption, rhetoric of 58–60 cyberspace 3–5, 64–5, cyborg, the 112–18 de Lauretis, T. 22, 29, 134–5, 137, 156 Dean, J. 141–3 DeLanda, M. 82–4 Dovey, J. and Kennedy, H. 2–4, 84–5, 112–13, 133 ethnography 1–19, 158–60
interpretive 9–10 feminist 9–10 towards 158–60 fantasy-reality 65–7 femininity constructions of 54–8, 83–4 conventions of 25–6, 54–8 negotiated 19–47, 131–4 performances of 44, 54–60, 77–101 management of 48, 58–65 Feminist New Media Theory 4 Final Fantasy 32–3, 56, 58–65 First Wave New Media Theory 107, 116–17, 159–160 Foucault, M. 22–3, 27, 36–7, 67, 117–18 game returning to the 128–34 gameplay 51–4 gaming and affect 6–8 and postfeminism 58–60, 128–33 as Practical Consciousness 108–12 instinctual 51–4 normal 71–2 solo 4–5, 72–4 geek 67–72 gender and ethnography 1–19, and exclusion 54–8, 67–72 and the cyborg 112–18 and power 47–77, 154–7 and the rhetoric of consumption 58–60 and videogames 1–19, 58–60, 128–33, 154–7 negotiations 79–91, 154–7
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Ethnographies of the Videogame
performances 38–45, 58–60, 128–33, 151, 154–7 gendered identities 20–47, 154–7 Giddens, A. 18, 100, 108–12 Grand Theft Auto 40, 51–2, 56, 59, 64, 77–101, 129–30, 136 Grodal, T. 105–8 Grodal, T. and Gregersen, G. 1, 3–4, 107–8 Grosz, E. 4, 29, 90, 95–6, 108, 156 Halberstam, J. 154–5 Hansen, M. 108, 111–12 Hayles, N.K. 117–18 heteronormativity 67–74 home, returning to the 74–7 households, the 10–16
and technological language 51–4 failure of 67–72, 157 material, the 91–3 McNay, L. 44–5, 77–8, 90, 95, 111–12, 117, 150 and protensive subject formation 44–5, 112 mediation 18, 21, 70, 74–5, 78, 91, 98, 101–2, 107, 152–3 technological 110–12, 123, 127, 137–41, 151 memory maps 25, 147, 150 Merleau–Ponty, M. 108, 111–12, 117 Micro Machines 59 Murray, J. 2–3
Kerr, A. 32–3, 58–9 King, G. and Krzywinska, T. 2–9, 34, 49, 54, 70, 74–5, 80, 152–4 Kuhn, A. 21–7, 147, 150
narration and desire and subjectivity 134–7, 147 modes of 21–7 narrative and material technology 96–100 and memory 34–8 and pleasure 60–5, 126–7 and the hero 29, 135 and Symbolic Interactionism 150–2 and videogames 2 corporeal 95–6, 109 diegetic 51, 60–3 meta 27–8 micro 27, 44, ontological 9, 16, 21–3, 26–7, 44–5, 77–9, 85, 90–1, 95–100, 102, 105–6, 109–12, 121–3, 150–2 romance 60–3 unarticulable 106–8 narrative structures and femininity 31–4 and masculinity 27–9 Newman, J. 4–7, 19, 33, 38, 64, 70, 85, 106–7, 133 not remembering 137–141
MacKenzie, A. 30 masculinity 27–9, 41, 58, 96, 113, 156–7 active 113, 122–3 and rationality 27–9, 31, 51–4, 134–7
participation 141–4 performance, negotiated 38–45 place 74–7, 93–6 play, problematic 29–31
identifcation 58–63 identifcation and misrecognition 144–7 identity, gender and technology 154–7 immersion 2–5, 15 and arousal 2–3 and pleasure 70–2 fantasies of 153 rhetoric of 4–5, 149 immersive experiences 2–3 interaction 15, 17, 149, 152–4 during gaming 55, 79, 88–9, 141 feelings of 127–8 intense 92, 98 multiple 33, 82, 122–3 social 28–9, 34, 51–4, 123 symbolic 17, 38–9, 101–2, 108–9, 117–18, 150–2 ISS/Pro Evolution 55–6, 155