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videogames

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Journal Article
Camera Obscura (2024) 39 (3 (117)): 149–175.
Published: 01 December 2024
... the temporalities and affective dimensions of both, as well as the ways media practices and subjectivity become intertwined. To be specific, the article examines the experience of living in the impasse, which is brought on by temporal engagements, such as the reset and the grind, with videogames. Living...
FIGURES
Journal Article
Camera Obscura (2009) 24 (2 (71)): 161–183.
Published: 01 September 2009
..., “Everybody Hates Videogames.”38 Cer- tainly, criticisms that contemporary video games indulge players in a particularly unreconstructed mode of masculinity, which rewards violent action over imagination, emotion, or empathy and which actively excludes, marginalizes, or objectifies women, do have...
Journal Article
Camera Obscura (2017) 32 (2 (95)): 153–163.
Published: 01 September 2017
... audience. 160  •  Camera Obscura Notes 1. See Alexander R. Galloway, Gaming: Essays on Algorithmic Culture (Minneapolis: University of Minnesota Press, 2006); Ian Bogost, Persuasive Games: The Expressive Power of Videogames (Cambridge, MA: MIT Press, 2007); and Anna Anthropy...
Journal Article
Camera Obscura (2020) 35 (2 (104)): 63–93.
Published: 01 September 2020
... Is Real, Alternate Ending, 15 August 2013, www.mattiebrice.com/the - dadification- of- video- games- is- real/; Jess Joho, The Dadification of Videogames, Round Two, Kill Screen, 11 Damsels Who Distress 87 February 2014, killscreen.com/articles/dadification- videogames - round- two/; and Lindsey...
Journal Article
Camera Obscura (2017) 32 (2 (95)): 185–192.
Published: 01 September 2017
..., 16 December 2014, howlongtobeat.com/game.php?id=9859. 3. Steven Poole, Trigger Happy: Videogames and the Entertainment Revolution (New York: Arcade, 2000), 189. 4. It does not seem like a coincidence that its timer is represented as a circle instead of a depleting line or bar...