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dc.contributor.advisorFox Harrell.en_US
dc.contributor.authorSidhu, Sonnyen_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Comparative Media Studies.en_US
dc.date.accessioned2013-09-24T19:41:32Z
dc.date.available2013-09-24T19:41:32Z
dc.date.copyright2013en_US
dc.date.issued2013en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/81080
dc.descriptionThesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2013.en_US
dc.descriptionCataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (p. 131-137).en_US
dc.description.abstractMany of today's most popular single-player videogames contain short, semi-interactive sequences of tightly scripted, visually spectacular action gameplay, which-despite being generally unrepresentative of a game's 'normal' functions-tend to receive prominent placement in the marketing campaigns that produce desire for the games they appear in. As prevalent as they have become, these setpieces (as they are called in gamers' parlance) are often critically dismissed as mere eye-candy-proof, perhaps, of the skewed priorities of an industry that would sacrifice the interactive substance of games in favor of surface qualities that enhance only their commercial appeal. This thesis attempts to place the technique of AAA videogame setpieces within a series of wider technical, aesthetic, commercial, and cultural problematics relating to the contemporary games industry. It seeks to address the question of the setpiece's artistic merit directly, by understanding the design principles that inform setpieces' creation, and-for the sake of critical context-the aesthetic, cultural, and commercial imperatives these principles exist to serve. Following a historical poetics approach that relates practices of media exhibitionism to the perpetual innovation economy of digital games, this thesis argues that the setpiece is a meaningful site of fluid agency play within games, enabling complex narrative expression as well as self-reflexive comment about a game's own relationship to a continuously reimagined technological state of the art.en_US
dc.description.statementofresponsibilityby Sonny Sidhu.en_US
dc.format.extent156 p.en_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectComparative Media Studies.en_US
dc.titlePoetics of the videogame setpieceen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Program in Comparative Media Studies/Writingen_US
dc.identifier.oclc857893382en_US


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