Leipert, Jeremy Keir

On Tilt: The Inheritance and Inheritors of Digital Games

Type:
Names:
Creator (cre): Leipert, Jeremy Keir, Thesis advisor (ths): Panagia, Davide, Degree committee member (dgc): Manning, Paul, Degree committee member (dgc): Mitchell, Liam, Degree granting institution (dgg): Trent University
Abstract:

On Tilt: The Inheritance and Inheritors of Digital Games accepts and extends Eric Zimmerman's contention that literacies currently being developed during video-game play will be more broadly applicable (outside games) in the next hundred years as Western work, education, entertainment, and citizenship spaces become ever more shaped like video games.

To the end of better understanding both video games and the players and literacies contiguous with them, this dissertation interrogates comparisons between video games and... non-digital games, film and other fictional texts and worlds, blogs, casinos' games of chance, and the strategies employed by face-to-face criminals, always asking about the roles and responsibilities the human participants in these systems take; that is, this dissertation investigates what video games inherit from other forms of art, including non-digital games, and what the gamers and audience of today and tomorrow inherit through their contact with video games.

The dissertation examines in detail works by Jodi Dean, Bernard Suits, Bruce Sterling, T. L. Taylor, Walter Benjamin, Gavin de Becker, N. Katherine Hayles and Nicholas Gessler, and Katie Salen and Eric Zimmerman, considering their work, the video game, and gamers, in terms of power gaming, genre, fiction and suspension of disbelief, audience, motivations, fungibility, the zombie vs. the robot, value vs. meaning, agency, slipstream, capitalism, and ontology.

Ultimately, the dissertation suggests that there are two disparate strains of gamification building Zimmerman's future, arguing first that the penetration of video games into culture is changing the way we behave and exist as audience and more generally, and, second, that what is at stake, in terms of the attitudes, labels, and gameplay that we accept in terms of games and gamification is significant to what it means to be human, especially within systems that are only partly human, in the next hundred years.

Author Keywords: digital, gamification, genre, literacy, new media, videogame

2015