|
Sign In to gain access to subscriptions and/or personal tools.
|
Performing the SelfSubverting the Binary in Combat Games
Rachael Hutchinson
University of Pennsylvania
This article analyzes the quick-response binary combat game genre, suggesting that so-called "finger-twitch" games, often maligned by academics, are both complex and significant for cultural studies. While the game structure of binary combat is most often seen in terms of simple entertainment, lacking narrative power and encouraging an apathetic and passive attitude to violence, the author argues that games such as Mortal Kombat, Street Fighter, and Soul Calibur are complex in terms of their construction of stereotyped identity and in the binary structure of combative play. Further, the significance of the genre lies in the performative aspects of gameplay, which problematize accepted models of identification and immersion. Once the player is introduced into the superficial binary structure of combat, then that player's choice and agency become the primary factors in gameplay, ultimately creating space for the inversion of stereotype, the subversion of gender roles and the possible transcendence of the binary system.
Key Words: stereotype Soul Calibur II violence identity performance agency
References
- Atkins, B. (2003). More than a game: The computer game as fictional form. Manchester, UK: Manchester University Press .
- Barrett, G. (1989). Archetypes in Japanese film: The sociopolitical and religious significance of the principal heroes and heroines. Selinsgrove PA: Susquehanna University Press .
- Carr, D. (2003). Play dead: Genre and affect in Silent Hill and Planetscape Torment . Game Studies, 3(1). Retrieved May 2, 2005, from http://www.gamestudies.org/0301/carr/
- Carr, D., Buckingham, D., Burn, A., & Schott, G. (2006). Computer games: Text, narrative and play. Cambridge, UK : Polity.
- Cassell, J., & Jenkins. H. (Eds.). (1998). From Barbie to Mortal Kombat: Gender and computer games. Cambridge, MA: MIT Press .
- Chandler, H.M. (2005). The game localization handbook. Hingham, MA: Charles River Media .
- Fine, G.A. (1983). Shared fantasy: Role-playing games as social worlds. Chicago: University of Chicago Press .
- Griffiths, M.D., Davies, M.N.O., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming . CyberPsychology & Behavior, 6(1), 81-91 .[CrossRef][Web of Science][Medline]
[Order article via Infotrieve]
- Hamby, R.H., & Ballard, M. (2006). Gun peripherals and video game play: Is there a weapons priming effect? Journal of Humanities and Social Science, 1(1). Retrieved July 8, 2006, from http://www.scientificjournals.org/articles/1007.htm
- Hutchinson, R., & Williams, M. (Eds.). (2006). Representing the other in modern Japanese literature: A critical approach. New York: Routledge .
- Kelland, M., Morris, D., & Lloyd, D. (2005). Machinima: Making animated movies in 3D virtual environments. Boston: Thomson Course Technology.
- King, B., & Borland, J. (2003) Dungeons and dreamers: The rise of computer game culture from geek to chic. Emeryville, CA: McGraw-Hill / Osborne .
- Kline, S., Dyer-Witheford, N., & DePeuter, G. (2003). Digital play: The interaction of technology, culture, and marketing. Montreal, Ontario, Canada, and Kingston, UK: McGill-Queen's University Press .
- Kohler, C. (2005). Power-up: How Japanese video games gave the world an extra life. Indianapolis, IN: BradyGames .
- Lowood, H. (2005). Story-line, dance/music or PVP? Game movies and performance in World of Warcraft. In Aesthetics of Play: Online Proceedings. Retrieved July 8, 2006, from http://www.aestheticsofplay.org/lowood.php
- Lunenfeld, P. (Ed). (1999). The digital dialectic: New essays on new media. Cambridge, MA: MIT Press .
- Mackay, D. (2001). The fantasy role-playing game: A new performing art. Jefferson, NC: McFarland .
- Markham, A. (1998). Life online: Researching real experience in virtual space. Walnut Creek, CA: Atlantic .
- McBirney, K. (2004). Nested selves, networked communities: A case study of Diablo II: Lord of Destruction as an agent of cultural change . The Journal of American Culture, 27(4), 415-421 .[CrossRef]
- Murray, J.H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. New York: Free Press .
- Nitsche, M., with Thomas, M. (2003). Stepping back: Players as active participators . In Proceedings of the first international digital games research conference: Level Up! '03. Utrecht, The Netherlands: Utrecht University/DiGRA Digital Library.
- Pargman, D. (2000). The fabric of virtual reality: Courage, rewards and death in an adventure MUD . M/C — A Journal of Media and Culture, 3(5). Retrieved June 10, 2006, from http://journal.media-culture.org.au/0010/mud.php
- Poole, S. (2000). Trigger happy: Videogames and the entertainment revolution. New York: Arcade .
- Roe, K., & Muijs, D. (1998). Children and computer games: A profile of the heavy user . European Journal of Communication, 13(2), 181-200 .[Abstract]
- Schleiner, A.-M. (2001). Does Lara Croft wear fake polygons? Gender and gender-role subversion in computer adventure games . Leonardo, 34(3), 221-226 .[CrossRef][Web of Science]
- Shiu, A.S. (2006). What yellowface hides: Video games, whiteness and the American racial order . Journal of Popular Culture, 39(1), 109-125 .[CrossRef][Web of Science]
- Turkle, S. (1995). Life on the screen: Identity in the age of the internet. New York: Simon & Schuster .
- Winkel, M., Novak, D.M., & Hopson, H. (1987). Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents . Journal of Research in Personality, 21(2), 211-223 .[CrossRef][Web of Science]
Games and Culture, Vol. 2, No. 4,
283-299 (2007)
DOI: 10.1177/1555412007307953

CiteULike Complore Connotea Del.icio.us Digg Reddit Technorati Twitter What's this?
|
|