Abstract

Abstract:

This essay establishes a framework for studying automedia games—games that have an automedia narrative/disclosure—through an analysis of Nina Freeman's Cibele. Using this framework, I argue that Cibele challenges the misogyny of a gamer culture that has a "vision of digital culture [as] . . . disembodied and immaterial" (Losh), and instead presents the play of video games as embodied, material, affective, and relational.

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Additional Information

ISSN
1529-1456
Print ISSN
0162-4962
Pages
pp. 311-334
Launched on MUSE
2019-08-27
Open Access
No
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