Ludic Cyborgism

This article develops and critiques the concept of ludic cyborgism: the notion that playing videogames allows players a free, non-committal, yet strongly embodied pedagogical engagement with cyborg-being. The article argues that videogame play is a form of cyborgization—the act of becoming a metaph...

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Main Author: Dennis Jansen
Format: Article
Language:English
Published: University of Glasgow 2020-06-01
Series:Press Start
Subjects:
Online Access:http://press-start.gla.ac.uk/index.php?journal=press-start&page=article&op=view&path[]=180
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spelling doaj-1887a72ad8794b44beed122e1c2cd7542020-11-25T03:27:49ZengUniversity of GlasgowPress Start2055-81982020-06-0161Ludic CyborgismDennis Jansen0Utrecht University This article develops and critiques the concept of ludic cyborgism: the notion that playing videogames allows players a free, non-committal, yet strongly embodied pedagogical engagement with cyborg-being. The article argues that videogame play is a form of cyborgization—the act of becoming a metaphorical cyborg through participation in cybernetic feedback loops. Game Studies has so far neglected to deal with the historical and political implications of this cybernetic engagement, having chosen instead to focus on the supposedly educational and emancipatory aspects of the phenomenon. The history of videogames as simulations is intimately entangled with the development of training simulations in the military-entertainment complex of the late twentieth century United States (Crogan, 2011; Lenoir, 2000), and so what players are principally being taught through videogame play is how to operate military technologies like weapons targeting systems without critiquing the violent nature of those technologies. Moreover, the “cyborg-utopian” reading by game scholars of Donna Haraway’s (1985/1991) “Cyborg Manifesto,” which underlies most of the theoretical framework of ludic cyborgism, facilitates an uncritical understanding of cybernetic videogame play as an ideologically neutral phenomenon. If we wish to bring emancipatory movements into videogames, we should see the simulatory nature of videogames as an inherently conservative force with strong ties to military violence, imperialism, and economic injustice, meaning that these frameworks would require significant transformation in order to become neutral or progressive in any sense. http://press-start.gla.ac.uk/index.php?journal=press-start&page=article&op=view&path[]=180cyborgembodimentHarawayludic cyborgismmilitary-entertainment complexplay-as-cyborgization
collection DOAJ
language English
format Article
sources DOAJ
author Dennis Jansen
spellingShingle Dennis Jansen
Ludic Cyborgism
Press Start
cyborg
embodiment
Haraway
ludic cyborgism
military-entertainment complex
play-as-cyborgization
author_facet Dennis Jansen
author_sort Dennis Jansen
title Ludic Cyborgism
title_short Ludic Cyborgism
title_full Ludic Cyborgism
title_fullStr Ludic Cyborgism
title_full_unstemmed Ludic Cyborgism
title_sort ludic cyborgism
publisher University of Glasgow
series Press Start
issn 2055-8198
publishDate 2020-06-01
description This article develops and critiques the concept of ludic cyborgism: the notion that playing videogames allows players a free, non-committal, yet strongly embodied pedagogical engagement with cyborg-being. The article argues that videogame play is a form of cyborgization—the act of becoming a metaphorical cyborg through participation in cybernetic feedback loops. Game Studies has so far neglected to deal with the historical and political implications of this cybernetic engagement, having chosen instead to focus on the supposedly educational and emancipatory aspects of the phenomenon. The history of videogames as simulations is intimately entangled with the development of training simulations in the military-entertainment complex of the late twentieth century United States (Crogan, 2011; Lenoir, 2000), and so what players are principally being taught through videogame play is how to operate military technologies like weapons targeting systems without critiquing the violent nature of those technologies. Moreover, the “cyborg-utopian” reading by game scholars of Donna Haraway’s (1985/1991) “Cyborg Manifesto,” which underlies most of the theoretical framework of ludic cyborgism, facilitates an uncritical understanding of cybernetic videogame play as an ideologically neutral phenomenon. If we wish to bring emancipatory movements into videogames, we should see the simulatory nature of videogames as an inherently conservative force with strong ties to military violence, imperialism, and economic injustice, meaning that these frameworks would require significant transformation in order to become neutral or progressive in any sense.
topic cyborg
embodiment
Haraway
ludic cyborgism
military-entertainment complex
play-as-cyborgization
url http://press-start.gla.ac.uk/index.php?journal=press-start&page=article&op=view&path[]=180
work_keys_str_mv AT dennisjansen ludiccyborgism
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