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    I’m Not Playing Anymore: Player Subjectivities, Identity Performance, and Ludic Limitations in Tabletop Games

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    Author
    Johnson, Antonnet
    Issue Date
    2018
    Keywords
    board games
    game studies
    identity performance
    rules
    tabletop games
    topic modeling
    Advisor
    McAllister, Ken
    
    Metadata
    Show full item record
    Publisher
    The University of Arizona.
    Rights
    Copyright © is held by the author. Digital access to this material is made possible by the University Libraries, University of Arizona. Further transmission, reproduction or presentation (such as public display or performance) of protected items is prohibited except with permission of the author.
    Abstract
    My research examines the interplay of subjectivity, ideology, and tabletop games in order to consider the productive possibilities afforded by conflict, contradiction, and tension. In chapter two, I map the statistical co-occurrences of words in 3,395 board game rulebooks via topic modeling, a digital tool that uses algorithms to reveal patterns in large corpora. My findings validate cultural perceptions of games as competitive and violent and illustrate a trend in the (re)production of dominant ideologies (many oppressive) in games. The following chapter builds on these findings by weaving autoethnographic reflection with visual, rhetorical analysis of popular fantasy game, Small World. In this chapter, I show how game materials (e.g., rules, pieces, boards) construct “players” in ways that can complicate, contradict, or even undermine a participant’s lived reality. The fourth chapter analyzes the results of a survey I designed and distributed to collect information about tabletop gameplay experiences, showing how in-game activities both shape and are shaped by social circumstances, player subjectivities, and cultural beliefs about it what it means to “play a game.” Players, through in-game performance and agreement to the rules as written, enact the values embedded within the game materials. Ultimately, I argue that by positioning players in ways that complicate, contradict, or even undermine their lived realities and experiential knowledges, games, at once, restrict and open possibilities for the performance and (re)construction of identity.
    Type
    text
    Electronic Dissertation
    Degree Name
    Ph.D.
    Degree Level
    doctoral
    Degree Program
    Graduate College
    Degree Grantor
    University of Arizona
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