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Games, American Culture and the Trump Presidency
  • ISSN: 1466-0407
  • E-ISSN: 1758-9118

Abstract

In our actions in relation to computer games, we are rarely forced to reflect on the question of how we conceptualize the medial objects upon and with which we are acting. Do we understand computer games as products, as economically outlined goods that can only be negotiated on the basis of an inherent hegemonic ideology in terms of their manufacture, distribution and, above all, their application? Or do we view them as open texts or spaces of experience which we can assimilate and within which we can take effect in a resistant, emancipatory or dissident way, either selectively or continuously? Do we shape the game, or does the game shape us? In a nutshell: is it possible to appropriate computer games? Davey Wreden’s games (2011) and (2015) can help us investigate these questions.

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2024-08-28
2026-04-22

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