Feminism and technical capital: The case of the computer game

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Abstract

Taking the computer game as an example of digital technology the paper argues that the embodied aesthetics of technology use are an important dimension of its implication in gender. Drawing on ideas from Pierre Bourdieu and Nigel Thrift the discussion rejects analyses that focus on video game content and asserts the importance of looking at what players do with their hands in the course of game play. The experience of form and space in games are best understood as part of a popular cultural employment of dance as a method for the navigation of socio-technical complexes. This situates computer games as a variety of gendered performance that is conflicted and not straightforward, combining agonistic and aesthetic strains. The paper reflects on the importance of using dance terminology to comprehend this, in terms of our reflexive understanding of computer games, gamers and gaming as a cultural practice. © 2010 Taylor & Francis.
Original languageEnglish
Pages (from-to)976-999
Number of pages23
JournalInformation Communication and Society
Volume13
Issue number7
DOIs
Publication statusPublished - 2010

Keywords

  • Aesthetics
  • Bourdieu
  • Computer games
  • Dance
  • Gender
  • Technical capital

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