IDEAS home Printed from https://ideas.repec.org/a/cog/meanco/v6y2018i2p90-102.html
   My bibliography  Save this article

Psychasthenia Studio and the Gamification of Contemporary Culture

Author

Listed:
  • Victoria Szabo

    (Art, Art History & Visual Studies, Duke University, USA)

Abstract

What does it mean to say that Games Matter within a new media art context? Conversely, what contributions can artists and scholars exploring the medium make to the cultural conversation around their use and meaning? This contribution highlights the ways in which our interdisciplinary art collective, Psychasthenia Studio, has addressed the cultural effects of games and gamification as they have evolved over the last decade, using a series of videogame art projects as the medium of expression and critique. As Mary Flanagan (2009) suggested in Critical Play, “games carry beliefs within their representation systems and mechanics” (p. 4). Through their thematic content and interaction design, the three videogames developed by us in the interdisciplinary Psychasthenia Studio between 2009‒2017 draw attention to those beliefs as they exist not only in the games themselves, but also more broadly in an increasingly gamified contemporary culture. Psychasthenia Studio simultaneously intervenes in the discussion around games in society and pushes the boundaries of what constitutes new media art practice today. By playing the Psychasthenia games, our hope is that users both co-author and witness their own participation in the system.

Suggested Citation

  • Victoria Szabo, 2018. "Psychasthenia Studio and the Gamification of Contemporary Culture," Media and Communication, Cogitatio Press, vol. 6(2), pages 90-102.
  • Handle: RePEc:cog:meanco:v:6:y:2018:i:2:p:90-102
    as

    Download full text from publisher

    File URL: https://www.cogitatiopress.com/mediaandcommunication/article/view/1351
    Download Restriction: no
    ---><---

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Julia Kneer & Ruud S. Jacobs, 2018. "Grow Up, Level Up, and Game On; Evolving Games Research," Media and Communication, Cogitatio Press, vol. 6(2), pages 56-59.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:cog:meanco:v:6:y:2018:i:2:p:90-102. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    We have no bibliographic references for this item. You can help adding them by using this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: António Vieira (email available below). General contact details of provider: https://www.cogitatiopress.com/ .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.