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A Topography of Videogame Studies: Towards Possibility of Critical Videogame Studies

  • Journal of Humanities, Seoul National University
  • 2024, 81(4), pp.345-382
  • DOI : 10.17326/jhsnu.81.4.202411.345
  • Publisher : Institute of Humanities, Seoul National University
  • Research Area : Humanities > Other Humanities
  • Received : July 25, 2024
  • Accepted : August 7, 2024
  • Published : November 30, 2024

고민선 1

1독립연구자

Accredited

ABSTRACT

Videogames have become the most dominant cultural industries of the contemporary period, and the same time, discourses dealing with videogames are being rapidly produced. In response, videogame studies has introduced and produced a variety of approaches to videogames since this field of studies began in the late 1990s. In response, Following Patrick Jagoda and Jennifer Malkowski’s discussion organizing these approaches, this paper traces the trajectory of videogame studies, regarding the history of videogame studies as confrontations between narratology and ludology, proceduralism and playcentrism, and an issue of media machinery and an issue of representation. In addition, this paper tries to find the inevitability of these confrontations into the contradiction between an autonomy and a reflection of arts and draw a topographical map of videogame studies. It aims to reveal the inevitability of antagonistic confrontation and to find a placce for critique in videogame studies through the dialectical relationship between confrontations, going beyond the external critique that chooses one or the other aspect in the confrontation. This paper follows Theodor W. Adorno and explores the possibility of critical videogame research through the dialectical relationship between autonomy and reflection, which allows us to intrinsically criticize and think about the conflicts within videogame research.

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