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AnAnalysis ofthe Ideological Potential ofVideoGames from the Point of View of James Gibson’s Theory of Af- fordances

https://doi.org/10.22394/2074-0492-2020-3-32-52

Abstract

The purpose of this article is to propose a method for analyzing the ideological content of video games while taking into account the agency of the players. The interactivity of video games as a medium has been attracting the attention of researchers for many years, raising, in particular, the question of how this unique property serves to broadcast certain ideologies. The ability of games to make ideological statements was discussed by Bogost, Frasca, Aarseth, and many other pioneers of game studies. Video games were analyzed both in the context of older media forms that promoted certain ideas through plots, visuals, and other traditional means, and as unique types of objects that can make statements through rules. I aim to introduce the player-as a subject who is able to transform and conceptualize the game based on their own cultural background - to this discussion. Using James Gibson's theory of affordances, I want to acknowledge the player's freedom of interpretation, the potential to assign one or another ideology to the game in each playthrough. On the one hand, the player acts as a consumer of content; on the other hand, they are a co-author who will use the tools offered by the video game to produce their own statements, to be interpreted independently. This leaves the final decision about the ideology of the game to the consumer; thus, game studies need an approach that allows the analysis of the ideological content of specific games. It is especially important in the light of more and more games prioritizing player freedom and not providing any clear plot or even victory conditions. Of course, research can still proclaim, and rightfully so, that the specific rules in such games bear traces of certain ideological systems - capitalism or secularism, for example. But individual players could undermine such interpretations both at the level of reading the game as a "text”, and at the level of interactive actions inspired by those readings.

About the Author

Leonid V. Moyzhes
Institute of Business and Design
Russian Federation

Specialist in Religious Studies



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Review

For citations:


Moyzhes L.V. AnAnalysis ofthe Ideological Potential ofVideoGames from the Point of View of James Gibson’s Theory of Af- fordances. Sociology of Power. 2020;32(3):32-52. (In Russ.) https://doi.org/10.22394/2074-0492-2020-3-32-52

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ISSN 2074-0492 (Print)
ISSN 2413-144X (Online)