
Damian Asling
2015 Completed Master of Arts (Media & Communication) - RMIT University
2010 Completed Bachelor of Arts (Honours)
2010 Completed Bachelor of Arts (Honours)
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Papers by Damian Asling
In these shifts focusing upon the increasingly social aspects of gaming, single-player games have been relatively overlooked. No longer an isolated practice, single-player games have become progressively more social and collaborative. As such, there is a need to examine the ways in which single-players also redefine mastery and skill as part of a dynamic practice that involves negotiation between game and ancillary texts and experiences.
This thesis addresses the transformative role of the paratext (Genette, 1987) within the wider cultures of gaming. Through the discussion of changing notions of mastery as part of the sociality and creativity within games, this thesis attempts to understand how the contemporary form of paratexts shapes skill, social, creative and labour dimensions of single-player games today. In sum, how paratexts contribute to a gaming knowledge or “gaming capital”.
Through discussion of the cultural exchange between both east and west through games will allow a deeper understanding of the function that computer and video games serve in today’s society of both young and old from both cultures. Video Game style and aesthetics will be discussed in conjunction with the work of Anne Allison on the globalization of Japanese Popular Culture.
In this study, the roles and forms that that ‘style’ takes in Video Games, both aesthetically and mechanically, will be of key interest. It will be suggested that through the various forms in which style is articulated through video game aesthetics and play, allows for a platform upon which cultural exchange and influence to occur.
The layout of the thesis is based on four case studies, and the way in which each communicates a ‘style’ (As defined in the thesis), and how this style facilitates cultural exchange and speaks of cultural history.
Each chapter will be pertinent to a different aspect and way in which the discussed ‘style’ articulates. ‘Style as Experience’, ‘Style as the Center of Production’, ‘Style as Retrospection’ and finally, ‘Style is Playable’ all make use of case studies of four Japanese made video game series which are popular both at home and abroad.
These games have been selected as each has an appearance of the ‘Superflat’, in that they do not appear to have any overt cultural origin. Through this thesis, we shall illustrate the ways that these games do articulate cultural values and in turn lead to an exchange between players who play these games and the developers who make them.
In these shifts focusing upon the increasingly social aspects of gaming, single-player games have been relatively overlooked. No longer an isolated practice, single-player games have become progressively more social and collaborative. As such, there is a need to examine the ways in which single-players also redefine mastery and skill as part of a dynamic practice that involves negotiation between game and ancillary texts and experiences.
This thesis addresses the transformative role of the paratext (Genette, 1987) within the wider cultures of gaming. Through the discussion of changing notions of mastery as part of the sociality and creativity within games, this thesis attempts to understand how the contemporary form of paratexts shapes skill, social, creative and labour dimensions of single-player games today. In sum, how paratexts contribute to a gaming knowledge or “gaming capital”.
Through discussion of the cultural exchange between both east and west through games will allow a deeper understanding of the function that computer and video games serve in today’s society of both young and old from both cultures. Video Game style and aesthetics will be discussed in conjunction with the work of Anne Allison on the globalization of Japanese Popular Culture.
In this study, the roles and forms that that ‘style’ takes in Video Games, both aesthetically and mechanically, will be of key interest. It will be suggested that through the various forms in which style is articulated through video game aesthetics and play, allows for a platform upon which cultural exchange and influence to occur.
The layout of the thesis is based on four case studies, and the way in which each communicates a ‘style’ (As defined in the thesis), and how this style facilitates cultural exchange and speaks of cultural history.
Each chapter will be pertinent to a different aspect and way in which the discussed ‘style’ articulates. ‘Style as Experience’, ‘Style as the Center of Production’, ‘Style as Retrospection’ and finally, ‘Style is Playable’ all make use of case studies of four Japanese made video game series which are popular both at home and abroad.
These games have been selected as each has an appearance of the ‘Superflat’, in that they do not appear to have any overt cultural origin. Through this thesis, we shall illustrate the ways that these games do articulate cultural values and in turn lead to an exchange between players who play these games and the developers who make them.