In class yesterday, one of our grad students sparked a discussion of affect as it relates to video games. One point that we didn’t get to explore is that from a marketing perspective, the video game industry is deeply interested in affect (as is any business that involves selling something in just unimaginable quantities). For […]
I was thumbing through Goffman’s The Presentation of Self in Everyday Life1 the other day, thinking about games as dialogic actors in a scheme of mediated interpersonal communication; thinking about about Super Meat Boy and the critical response to it (the grounded, the hyperbolic, the in-between); thinking about Abbot’s upcoming class; thinking about my own […]