Die Tryin': Videogames, Masculinity, Culture
Die Tryin’ traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by – and produces – a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus, videogames form the central object of study as consumer technologies of control and anxiety as well as possibility and subversion. Moving away from current games research, the book favors a game-specific approach that unites visual culture, cultural studies, and performance studies, instead of a sociological/structural inspection of the form.
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action activity Allegra anxieties arcade avatar become biological bo-bo body boyhood Bukatman Caillois capital central chapter character cinema clearly complex concept constructed corporate create culture cyber cyberpunk cyberspace cyborg Daft Punk desire digital boy digital imaginary dominant Donna Haraway eXistenZ fantasy female film Flynn game play gamer gaze gender genre hacker hacking haptic Haraway heteronormative Huizinga hypermasculinity ideology interactive interface Internet isovists Krzywinska Lara Croft machine masculinity matrix Metal Gear Solid metaphor Metreon mode narrative notion operate particularly Paul Virilio performance Pikel player playspace PlayStation postmodern practices Press production programs real world reality relation represent representation Resident Evil Routledge rules Savran screen sense serves sexuality similar simulation social Sony space spatial Springer structure subject position Syphon Filter tech telepresence theory tion Tomb Raider Tron videogames violence virtual world virus visual