Intimate worlds : reading for intimate affects in contemporary video games

Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Comparative Media Studies/Writing, 2018.

Bibliographic Details
Main Author: Doyle-Myerscough, Kaelan
Other Authors: Eugenie Brinkema.
Format: Thesis
Language:eng
Published: Massachusetts Institute of Technology 2018
Subjects:
Online Access:http://hdl.handle.net/1721.1/117905
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author Doyle-Myerscough, Kaelan
author2 Eugenie Brinkema.
author_facet Eugenie Brinkema.
Doyle-Myerscough, Kaelan
author_sort Doyle-Myerscough, Kaelan
collection MIT
description Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Comparative Media Studies/Writing, 2018.
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spelling mit-1721.1/1179052022-07-26T16:24:38Z Intimate worlds : reading for intimate affects in contemporary video games Reading for intimate affects in contemporary video games Doyle-Myerscough, Kaelan Eugenie Brinkema. Massachusetts Institute of Technology. Department of Humanities. Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing Comparative Media Studies. Humanities. Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Comparative Media Studies/Writing, 2018. Cataloged from PDF version of thesis. Includes bibliographical references (pages 103-109). When we think of pleasures to be found in video games, we often talk about power, control, agency, and fun. But to center these pleasures is to privilege certain stories, players, actions and possibility spaces. This thesis uses the framework of intimacy to closely examine three games for their capacity to create pleasure in vulnerability, the loss of control, dependence on others, and precarity. Drawing from Deleuzian affect theory and feminist, queer and posthuman theorists, I read for intimate affects in the formal, aesthetic, proprioceptive and structural elements of Overwatch, The Last Guardian and The Legend of Zelda: Breath of the Wild. Ultimately, I argue two points: that video games have a unique capacity to generate intimate affects, and that my games of choice push us to rethink our assumptions about what constitutes intimacy more broadly. by Kaelan Doyle-Myerscough. S.M. in Comparative Media Studies 2018-09-17T15:49:23Z 2018-09-17T15:49:23Z 2018 2018 Thesis http://hdl.handle.net/1721.1/117905 1051218815 eng MIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission. http://dspace.mit.edu/handle/1721.1/7582 109 pages application/pdf Massachusetts Institute of Technology
spellingShingle Comparative Media Studies.
Humanities.
Doyle-Myerscough, Kaelan
Intimate worlds : reading for intimate affects in contemporary video games
title Intimate worlds : reading for intimate affects in contemporary video games
title_full Intimate worlds : reading for intimate affects in contemporary video games
title_fullStr Intimate worlds : reading for intimate affects in contemporary video games
title_full_unstemmed Intimate worlds : reading for intimate affects in contemporary video games
title_short Intimate worlds : reading for intimate affects in contemporary video games
title_sort intimate worlds reading for intimate affects in contemporary video games
topic Comparative Media Studies.
Humanities.
url http://hdl.handle.net/1721.1/117905
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