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Psychasthenia studio and the gamification of contemporary culture

Publication ,  Journal Article
Szabo, V
Published in: Media and Communication
January 1, 2018

What does it mean to say that Games Matter within a new media art context? Conversely, what contributions can artists and scholars exploring the medium make to the cultural conversation around their use and meaning? This contribution highlights the ways in which our interdisciplinary art collective, Psychasthenia Studio, has addressed the cultural effects of games and gamification as they have evolved over the last decade, using a series of videogame art projects as the medium of expression and critique. As Mary Flanagan (2009) suggested in Critical Play, “games carry beliefs within their representation systems and mechanics” (p. 4). Through their thematic content and interaction design, the three videogames developed by us in the interdisciplinary Psychasthenia Studio between 2009-2017 draw attention to those beliefs as they exist not only in the games themselves, but also more broadly in an increasingly gamified contemporary culture. Psychasthenia Studio simultaneously intervenes in the discussion around games in society and pushes the boundaries of what constitutes new media art practice today. By playing the Psychasthenia games, our hope is that users both co-author and witness their own participation in the system.

Duke Scholars

Published In

Media and Communication

DOI

EISSN

2183-2439

Publication Date

January 1, 2018

Volume

6

Issue

2

Start / End Page

90 / 102

Related Subject Headings

  • 4702 Cultural studies
  • 4701 Communication and media studies
 

Citation

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ICMJE
MLA
NLM
Szabo, V. (2018). Psychasthenia studio and the gamification of contemporary culture. Media and Communication, 6(2), 90–102. https://doi.org/10.17645/mac.v6i2.1351
Szabo, V. “Psychasthenia studio and the gamification of contemporary culture.” Media and Communication 6, no. 2 (January 1, 2018): 90–102. https://doi.org/10.17645/mac.v6i2.1351.
Szabo V. Psychasthenia studio and the gamification of contemporary culture. Media and Communication. 2018 Jan 1;6(2):90–102.
Szabo, V. “Psychasthenia studio and the gamification of contemporary culture.” Media and Communication, vol. 6, no. 2, Jan. 2018, pp. 90–102. Scopus, doi:10.17645/mac.v6i2.1351.
Szabo V. Psychasthenia studio and the gamification of contemporary culture. Media and Communication. 2018 Jan 1;6(2):90–102.

Published In

Media and Communication

DOI

EISSN

2183-2439

Publication Date

January 1, 2018

Volume

6

Issue

2

Start / End Page

90 / 102

Related Subject Headings

  • 4702 Cultural studies
  • 4701 Communication and media studies