Negotiating textures of digital play : gameplay and the production of space

2020
journal article
article
dc.abstract.enThis paper analyzes the mechanisms of communication connecting different types of actant during the moment of digital gameplay. The process of communication inside the videogame object is inherently immersed in its digital space thanks to the phenomenon of gameplay, which is the main focus of this work. The phenomenon of gameplay will be interpreted in the light of the idea of the texture, a concept proposed by Henri Lefebvre and further developed in the field of media studies by André Jansson. Through this lens, the phenomenon of gameplay is a spatial and performative experience, in which the digital gamespace becomes a space of communication between various actants, including those that are external to the game environment. This perspective also exposes the processes of how meaningful space is woven and changed through the relational practices that connect those actants within it. Gameplay texture keeps actants connected, but, at the same time, acts as a conduit of change - in the game object and its elements, the player's actions and motivations, ways of playing the game and game genres - and, as such, is in constant flux. This makes gameplay texture both an individual and a global experience. The process will be explained using the example of an alternative way of playing - specifically, the practice of speedrunning.pl
dc.affiliationWydział Zarządzania i Komunikacji Społecznej : Instytut Sztuk Audiowizualnychpl
dc.contributor.authorJanik, Justyna - 117302 pl
dc.date.accession2021-01-05pl
dc.date.accessioned2021-01-07T13:13:11Z
dc.date.available2021-01-07T13:13:11Z
dc.date.issued2020pl
dc.date.openaccess0
dc.description.accesstimew momencie opublikowania
dc.description.number4pl
dc.description.physical1-14pl
dc.description.publication1pl
dc.description.versionostateczna wersja wydawcy
dc.description.volume20pl
dc.identifier.issn1604-7982pl
dc.identifier.project2017/27/N/HS2/00672pl
dc.identifier.projectROD UJ / Opl
dc.identifier.urihttps://ruj.uj.edu.pl/xmlui/handle/item/259840
dc.identifier.weblinkhttp://gamestudies.org/2004/articles/janikpl
dc.languageengpl
dc.language.containerengpl
dc.pbn.affiliationDziedzina nauk humanistycznych : nauki o sztucepl
dc.rightsDodaję tylko opis bibliograficzny*
dc.rights.licenceInna otwarta licencja
dc.rights.uri*
dc.share.typeotwarte czasopismo
dc.subject.envideogamespl
dc.subject.enspeedrunpl
dc.subject.entexturepl
dc.subject.engameplaypl
dc.subject.engamespacepl
dc.subtypeArticlepl
dc.titleNegotiating textures of digital play : gameplay and the production of spacepl
dc.title.journalGame Studiespl
dc.typeJournalArticlepl
dspace.entity.typePublication
dc.abstract.enpl
This paper analyzes the mechanisms of communication connecting different types of actant during the moment of digital gameplay. The process of communication inside the videogame object is inherently immersed in its digital space thanks to the phenomenon of gameplay, which is the main focus of this work. The phenomenon of gameplay will be interpreted in the light of the idea of the texture, a concept proposed by Henri Lefebvre and further developed in the field of media studies by André Jansson. Through this lens, the phenomenon of gameplay is a spatial and performative experience, in which the digital gamespace becomes a space of communication between various actants, including those that are external to the game environment. This perspective also exposes the processes of how meaningful space is woven and changed through the relational practices that connect those actants within it. Gameplay texture keeps actants connected, but, at the same time, acts as a conduit of change - in the game object and its elements, the player's actions and motivations, ways of playing the game and game genres - and, as such, is in constant flux. This makes gameplay texture both an individual and a global experience. The process will be explained using the example of an alternative way of playing - specifically, the practice of speedrunning.
dc.affiliationpl
Wydział Zarządzania i Komunikacji Społecznej : Instytut Sztuk Audiowizualnych
dc.contributor.authorpl
Janik, Justyna - 117302
dc.date.accessionpl
2021-01-05
dc.date.accessioned
2021-01-07T13:13:11Z
dc.date.available
2021-01-07T13:13:11Z
dc.date.issuedpl
2020
dc.date.openaccess
0
dc.description.accesstime
w momencie opublikowania
dc.description.numberpl
4
dc.description.physicalpl
1-14
dc.description.publicationpl
1
dc.description.version
ostateczna wersja wydawcy
dc.description.volumepl
20
dc.identifier.issnpl
1604-7982
dc.identifier.projectpl
2017/27/N/HS2/00672
dc.identifier.projectpl
ROD UJ / O
dc.identifier.uri
https://ruj.uj.edu.pl/xmlui/handle/item/259840
dc.identifier.weblinkpl
http://gamestudies.org/2004/articles/janik
dc.languagepl
eng
dc.language.containerpl
eng
dc.pbn.affiliationpl
Dziedzina nauk humanistycznych : nauki o sztuce
dc.rights*
Dodaję tylko opis bibliograficzny
dc.rights.licence
Inna otwarta licencja
dc.rights.uri*
dc.share.type
otwarte czasopismo
dc.subject.enpl
videogames
dc.subject.enpl
speedrun
dc.subject.enpl
texture
dc.subject.enpl
gameplay
dc.subject.enpl
gamespace
dc.subtypepl
Article
dc.titlepl
Negotiating textures of digital play : gameplay and the production of space
dc.title.journalpl
Game Studies
dc.typepl
JournalArticle
dspace.entity.type
Publication
Affiliations

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