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Automated Play and Boring Systems: Focusing on Automated Play in Video Games

  • 탈경계인문학Trans-Humanities
  • 2023, 16(2), pp.59-97
  • DOI : 10.22901/trans.2023.16.2.59
  • Publisher : Ewha Institute for the Humanities: EIH
  • Research Area : Humanities > Other Humanities
  • Received : September 17, 2023
  • Accepted : October 18, 2023
  • Published : October 30, 2023

Yeon Kyoung LIM 1

1이화여자대학교 이화인문과학원

Accredited

ABSTRACT

This article argues for the role of boredom in video games, a popular form of technological play in the age of automation, and analyzes the relationship between video games and human players mediated through it. Automated play, also known as passive, self-running play in video games, brings the issue of boredom in video games to the forefront. The experience of boredom in automated play is diversified by the spatial, temporal, and psychological distance between the player and the game. In the tension between the twofold structures of participation and non-participation, representation and computation, attention and distraction unique to the video game medium, boredom and fun are not binary opposites, but interplay. The problem of boredom in automated play helps us understand the material-affective dynamics of the playful relationship between human players and games. This will ultimately provide an opportunity to reflect on the meaning of play and gaming in an age where play is being automated.

Citation status

* References for papers published after 2023 are currently being built.

This paper was written with support from the National Research Foundation of Korea.